Reducing a Unit to 0 Hit Points CHARACTERS IN UNITS
When a unit is reduced to 0 hit points, it disbands immediately. Any heroes A character in a unit fills one of several po ssible roles, determining not only
in the unit appear in the square where the unit was . Additionally, if the the actions a character can take but also how the unit behaves in mass
attack that reduced the unit to 0 hit points also exceeds the unit's damage combat. Mass combat allows several distinct roles, but a single character
threshold, each hero in that unit takes damage equal to the lowest attrition can fill mUltiple roles at the same time. You can change roles from round to
number. Thu s, if the attack that reduces a clone trooper battalion (see round, but you can fill a particular role only if no other character has filled
above) to 0 hit points also exceeds its damage threshold, each hero in that that role since the end of your last turn . Characters within units cannot be
unit takes 22 damage. specifically targeted by effects or attacks, just as one cannot target specific
vehicle systems in most circumstances.
SPEED Commander: The commander of a unit is the central authority and leader
Every unit has a speed, given in squares. A commander can move a unit up who issues most of the unit's commands. A commander controls the unit's
to its listed speed as a move action, and up to four times its speed with th e movement and can also f ill every other role not currently filled by another
hard march action. All speeds are listed in starship scale. For the most part, character. A unit can have only one commander at a time.
all ground units based on creatures or characters have a ground speed of First Officer: The first officer is the unit's second-in-command, helping
1. Vehicle units and mounted units might move faster (see "Vehicle Speed" to ensure that all orders are carried out properly. A first officer can perform
below). all the same actions as the commander, though only if the commander hasn't
n performed that same action since the end of the first officer's last turn. A
I
Vehicle Speed unit can have only one first officer at a time.
~
11 Some vehicles, particularly ground vehicles, do not have a starship-scale Attack Leader: The attack leader coordinates all the unit's attacks. An
-I
III speed. Use Table 7-2 to determine the starship - scale speed of any units that attack leader can order attacks and use special tactics. A unit can have only
<D do not have such a speed listed.
one attack leader at a time.
Communications Officer: The communications officer is responsible for
TABLE 7-2: coordinating all the orders withi n the unit and coordinating with other units.
A unit can have only one communications officer at a time.
SPEED CONVERSIONS
Medic: The medic is respon sible for making su re the unit remains a
CHARACTER-SCALE SPEED STARSHIP-SCALE SPEED healthy fighting force. The medic coordinate s a team of combat physicians
0-11 squares 1 squa re who oversee the general welfare of the unit. A unit can have only one medic
12-15 squares 2 squares at a time.
16+ squares 3 squares Using Talents. Feats. and Special Abilities
OCCUPYINO THE SAME SQUARE Characters filling the various roles in a unit might have talents, feats, Force
Unlike character-scale combat, mass combat allows a unit to move into a powers, and other special abilities that they can use in mass combat. As a
square with another unit. A square can hold up to two ground units and two general rule , special abilities that function in character combat have too
flying units at a time. There are no direct consequences for moving past, into, small an effect to be noticeable in mass combat. However, some abilities,
or out of a square already occupied by a unit (though occupying the same especially those used by officers and nobles, can give units a big advantage
square might allow the enemy to target you with area attacks). through superior leadership. Talent s, feat s, and special abilities can be used
in mass combat only if they meet certain criteria.
All Targets Who Can See, Hear, and Understand You: Abilities that
require your targets to be able to see , hear, and understand you function
only for targets within your same square in mass combat.
All Targets in Line of Sight: Abilities that affect enemies, all ies, or
targets in line of sight function in mass combat. They affect all targets of
the appropriate type within your same square.
Single Target, Limited Number of Targets, or Nearby Targets: Abilities
that affect a single target, a limited number of targets, or targets within a
certain number of squares of you have no effect during mass combat.
STANDARD ACTIONS n
Standard actions available to units include the following: I»
Aid Another 1)
As a standard action, your unit can aid an attack roll or suppress an .;
enemy.
t1l
Aiding an Attack Roll: You can aid the attack roll of another unit or
vehicle by adding your unit's firepower to the attack. An attack leader selects l)
a target within the range of his unit's weapons, and the unit makes an attack
roll against a Reflex Defense of 10 (applying all range penalties as though <
the unit is attacking the designated target). If this attack is successful, the
STARTING attack leader grants a single adjacent allied unit or vehicle a +2 bonus on
MASS BATTI...ES its next attack roll made against that target before the beginning of the
attack leader's next turn.
Unless noted otherwise, joining a unit is a move action. Some actions
described below can be performed only by particular roles in a unit. In this A commander or first officer can make a DC 10 Knowledge (tactics)
case, eligible roles are indicated following the action's name. check as a standard action to grant a single adjacent allied unit or vehicle
a +2 bonus on its next attack roll made before the beginning of the com-
INITIATiVe: mander's next turn.
There are two options for determining initiative in mass combat. First, each Suppressing an Enemy: You can suppress the attack of an enemy unit
character can make separate Initiative checks. This is probably the best or vehicle by bombarding the target with fire. An attack leader can select a
method if most or all characters are part of the same unit, but it can result target within the range of his unit's weapons, and the unit makes an attack
in excessive delayed or readied actions as attack leaders wait for command- roll against a Reflex Defense of 10 (applying all range penalties as though
ers to move units into position. An alternative is to make an Initiative check the unit is attacking the designated target). If this attack is successful, the
for each unit, using the unit's Initiative check modifier. This is particularly attack leader causes the target unit or vehicle to take a -2 penalty on its
appropriate when the characters are parts of different units, since it allows next attack roll.
everyone in the same unit to act more or less simultaneously.
Attack with Melee Weapons
Special: If a unit or a unit's commander is trained in Knowledge (tactics),
you can choose to make a Knowledge (tactics) check instead of an Initiative Attack Leader Only
check to determine that unit's place in the initiative order. A ground unit can make melee weapon attacks against another ground unit
in its square. If a unit occupies the same space as an enemy unit or vehicle,
it can make a single melee attack against that target as a standard action.
Individual characters cannot make melee attacks against units.
Attack with Ranged Weapons
Attack Leader Only
Units can make attacks using their ranged weapons. A unit can target a unit
or vehicle within its range and attack with its ranged weapon as a standard
action. Individual characters cannot make ranged attacks against units.
Attack with Vehicle Weapons
Attack Leader Only
Vehicle units can attack with each weapon that has its own gunner. As a
result, a vehicle unit can make more attacks per round than ground-based
units. Vehicle weapon attacks follow all the same rules as in vehicle combat
(see page 167 of the Saga Edition core rulebook). Unlike individual creatures,
an individual vehicle can attack units.
Provide Medical Assistance
Medic Only
By spen ding three swift actions, the medic can administer basic first aid to
t he un it. Afte r spe nding the third swift action, make a DC 20 Treat Injury
check. If the check succeeds , the unit heals 5 hit points. However, the unit 's
hit points cannot exceed the next highest attrition number. For example, a
clone trooper battal ion with 60 hit points can be healed only up to 62 hit
points, the next highest attrition number.
Use Tactical Knowledge
Commander Only
Charg e By spending three swift actions, the commander can give the unit a tactical
Comm ander Only advantage. After spending the third swift action , make a DC 20 Knowledge
The commander can order the unit to charge , moving toward an enemy and (tactics) check. If successful, the commander can grant a single extra stan-
making an attack in one action. As a standard action, the unit moves up to dard action to any other character filling a role in the unit. If the commander
its speed and then makes a melee attack roll against a target unit or vehicle is the only character fil ling a role in the unit, this action has no effect.
in the same square or a ranged attack against a unit within weapon range.
n The charging unit gains a +2 bonus on its attack roll but takes a -2 penalty FULL-RoUND ACTIONS
Full-round actions available to units include the following:
I
)
11
-l to Reflex Defense until the start of its next turn. If a commander orders a
(1)
<D unit to charge, the attack leader cannot order the unit to attack until the Hard March
beginning of the commander's next turn. Commander Only
Fight Defensively As a full-round action, the commander can move the unit up to 4 times its
Attack Le ader Only speed. The unit is flat-footed until th e beginning of the commander's next
An attack leader can order the unit to fight defensively as a standard action, turn. An attack leader cannot order the unit to make attacks until the end
hunkering down to res ist an incoming attack. The unit can make no attacks of the commander's next turn.
unti l the beginning of the attack leader's next turn but gains a +5 bonus REACTIONS
to Reflex Defense. Reactions avai lable to units include the following:
MOVE ACTIONS Disband and Reform Unit
Move actions available to units include the following: Command er Only
When a unit disband s, as a reaction, the commander of an adjacent unit
Move can order that unit to disband also and reform with the other unit as a new
Commander Only unit. Any heroes or unique characters must rejoin the unit as a move action
The commander can move the unit up to its speed as a move action. on their next turn, except for the com mander, who automatically transfers
his role to the new unit.
SWIFT ACTIONS
Swift actions available to units include the following: SPECIAL MASS COMBAT RULES
The fol lowing additional ru les apply to units in mass combat.
Disband Unit
Comm ander Only Cover and Concealment
The commander can disband the unit as a swift action . Units can gain cover and concealment just as characters do. Determine cover
or concealment as normal for an attacker targeting a unit in a particular
square.
LRl K Sonic Antipersonnel Cannon CL4
Large emplacement
FAL.L.ING VEHICL.ES Init +5; Senses Perception +6
When a flying vehicle or vehicle unit is disabled (but not destroyed) in Defenses Ref 10 (flat-footed 101. Fort 15; +1 armor
mass combat, the vehicle falls to the ground and might damage ground hp 30; DR 5; Threshold 20
units. At the beginning of a disabled or uncontrolled flying vehicle's turn,
that vehicle crashes into the ground in the square it occupies. All nonflying Speed 0 sq uares (immobile)
units in that square take damage equal to collision damage for a vehicle
of that size (see page 173 of the Saga Edition core rulebook). Ranged sonic can non +8 (se e below)
Fighting Space 2x2 or 1 square (starship scale); Cover +5
Orbital Bombardment Base Atk +2; Grp +17
Combatants in a ground battle can be devastated by capital ships in orbit
above the planet. As a standard action, the commander of a capital ship can Abilities Str 21, Dex 10, Con -, Int 18
order a single weapons system to aim at a single square on a mass combat
battlefield. The square is considered to be at long range for the capital ship, Skills Initiative +5, Mechanics +6, Perception +6, Use Computer +6
and the ship must make an attack roll against a Reflex Defense of 10 to hit
the target square. If successful, all units in that square take normal weapon Crew 2 (skilled); Passengers none
damage for that weapon system, or half damage on a miss. That ship cannot
make any other attacks until the beginning of the commander's next turn . Availability Restricted; Cost 9,000 (5,000 used )
Orbital bombardment should be used by the Gamemaster only as a Sonic Cannon (2 gunners) n
means of making a mass combat encounter more dangerous. A single shot Atk +8, Dmg 4dlOx2 sonic1
from a capital ship weapon is usua lly more than enough to destroy a unit, I
so orbital bombardment should not be used lightly. Orbital bombardment 1 Sonic damage cann ot be deflected by lightsabers and is considered
should occur only if the needs of the adventure require it rather than as a energy damage. ~
means for resolving combats.
Republic Antivehicle Cannon 11
WEAPON EMPL.ACEMENTS Taim Ct Bak manufactures this large, semimobile antivehicle emplacement -i
for the Republic after the Republic's leaders reali ze that defending a world !1l
Weapon emplacements are a staple of ground warfare. They typically fall means hunkering down and enduring constant threat of assault or invasion. D
under two categories: antipersonnel and antivehicle. Weapon emplacements The clone force s of the Republic use several of these antivehicle cannons to
are treated as vehicles for statistical purposes, but they are usually immobile help secure the planet Chri stoph sis. <
and do not require a pilot to function . Instead, gunners control all the func-
tions of the weapon emplacement. AV-7 Antivehicle Cannon CL 6
Example weapon emplacements include the LR1 K sonic antipersonnel Huge emplacement
cannon and the AV-7 antivehicle cannon.
Init +4 ; Senses Perception +6
LRl K Sonic Cannon
The LR1K is a large antipersonnel cannon manufactured for the Confederacy Defenses Ref 11 (flat-footed 111. Fort 18; +3 armor
by Gordarl Weaponsmiths. This large, conical emplacement produces a con-
cussive blast of sonic energy that damages not only its primary target but hp 80; DR 5; Threshold 28
also other creatures nearby. The LR1K sonic cannon is successfully used at
the Battle of Geonosis, where Geonosian warriors direct the weapon against Speed 0 squares (immobile in firing model. fly 4 squares (in hover mode)
the inva ding clone troopers and Jedi.
Ranged antivehicle cannon +6 (se e below)
Fighting Space 3x3 or 1 square (starship scale); Cover +5
Base Atk +2; Grp +6
Abilities Str 26, Dex 10, Con -, Int 18
Skills Initiative +4, Mechanics +6, Perception +6, Use Computer +6
Crew 1 (skilled); Passengers none
Availability Military; Cost 14,000 (8,000 used)
Antivehicle Cannon (gunner)
Atk +6, Dmg 5dlOx2
CHRleTD~HB I B
CATO NEIMOIDIA
Region: Colonies
Climate: Tempera te and moist
Gravity: Stan dard
Moons: 2
Length of Day: 25 st anda rd hou rs
Length of Year: 278 loca l days
Sapient Species: 100% Neim oidian
Government: Fed era ti on
Capital: Za rra
Major Exports: Droids, foodstuffs , t echnology
Major Imports: Labor, ore
KNOWLEDGE (GALACTIC LORE)
DC Result
n 10 Cato Neimoi di a is on e of t he ea rli est and most promin ent Neimoidi an CHRISTOPHSIS
I "purse worlds."
>
15 The cities of Cato Neimo id ia are built upon large bridges t hat span the Region: Outer Ri m
11
-I
III spaces below massive arch-sha ped rock formations. Climate: Tempe rate
D 20 Th e Neimoidians that ca ll Cato Nei moid ia t heir home hide their trea- Gravity : Standard
< sures and other va lu ables in we ll -p rotected and cleverly concea led Moons: 0
vau lts . Length of Day: 26 standard hours
Length of Year: 369 local days
KNOWLEDGE (SOCIAL SCIENCES) Sapi ent Species: 51% Human, 49 % other
DC Result Government: Empire
15 The so-ca ll ed "purse wo rld s" of t he Nei moi di ans act as admin istrative Capital : Chalcyd on ia
post s t hat rule the ir ow n se t s of co loni es. Major Exports : Raw materials (crysta l)
20 Only t he wealt hi est Neimoid ians are pe rmi tted to li ve on Cato Majo r Imports : Fo odstuff s
Nei moidi a.
KNOWLEDGE (GALACTIC LORE)
DC Result
"THAT BUSINESS 10 Christophs is is an Outer Rim wo rld covered in massive, gre en-blue
crystal spi res.
ON CATO NEIMOIDIA 15 The inhabi t ants of Christophsis have buil t their cities into and arou nd
DOESN'T... DOESN'T the massive crystal spires, taking advan t age of thei r sol id structure to
se rve as both f oun dation and suppo rt.
COUNT."
KNOWLEDGE (PHYSICAL SCIENCES)
-OBI-WAN KENOBI DC Result
20 The cryst allin e city-spires of Christo ph sis are me rely th e largest exam-
ples of t he crysta ls that grow al l across the worl d. Most of t he world 's
crysta ls grow in sma ller clumps less tha n a mete r ta ll.
25 The crysta ls of Christophsis can sometimes be used as lightsaber
cryst als, though the Jedi prefer to obta in their crystals from more
sacre d sites.
C3EONOSIS GLEE ANSELM n
Region: Outer Rim Region: Mid Rim I
Climate: Arid Climate: Tropical to temperate
Gravity: Low standard (90%) Gravity: Standard ~
Moons: 15 Moons: 1
Length of Day: 30 standard hours Length of Day : 33 sta ndard hours 'U
Length of Year: 256 local days Length of Year: 206 local days -I
Sapient Species: 100% Geonosian Sapient Species: 53% Anselmi, 45% Nautolan, 2% other
Government: Feudal hives Government: Republic council (!J
Capital: Stalgasin Hive Capital: Anselom (Anselmi), Piera los (N auto lan )
Major Exports: Droids, technology Major Exports: Food stuffs, medicine, water D
Major Imports: Raw materials Major Imports: Technolog y
<
KNOWLEDGE (GALACTIC LORE) KNOWLEDGE (GALACTIC LORE)
DC Result DC Result
10 Harsh solar radiation storms are common on Geonosis, and they have 10 There are only a few large landmasses on the surface of Glee An selm.
caused occasional planetwide mass extinct ions. The majority of its remaining islands and archipelagos are little more
15 Geonosis's largest moon was struck by a comet in the distant past, tha n swamps.
15 Though the climate of Glee Anselm is mild , the planet is wracked by
creating a dense ring system around the planet. intense storms and hurricanes .
20 The rocky spires prevalent in Geonosian architecture are easily mis- 20 Most of Glee Anse lm's aquatic life, wh ich survives in the high-pressure
oceanic depths of the planet, has yet to be catalogued.
taken for naturally occurring surface features .
25 Several droid and weapon foundries, administered by the Baktoid KNOWLEDGE (LIFE SCIENCES)
DC Result
Armor Workshop, are located across and beneath Geonosis's rocky 15 Glee Anselm is home to two naturally evolving species : the Nautolans
landscape.
and the Anselmi.
KNOWLEDGE (SOCIAL SCIENCES) 20 The Anselmi species is land-based. Their culture is warlike, due in large
DC Result
10 The Geonosians are an insectoid species native to Geonosis. part to the harsh competition between its members for control of Glee
15 The Geonosian species is composed of two distinct varieties: wing - Anselm 's few land masses.
25 Though peaceful, the Nautolans have competed militarily with the
less drones that act primarily as laborers, and winged aristocrats that Anselmi for control of Glee Anse lm's few land masses.
includ e the species' rulers and elite warriors.
20 Geonosians are further divided into castes, depending on the physical
attributes with which they are born.
25 Geonosian society exists to serve the species' elite castes.
"THEY SAID IT WOUL.D BE EASY TO
WASH AWAY THE MEMORIES OF BATTL.E
ON A WATERY WORL.D.
I GUESS THEY NEVER SAW AN ENTIRE
OCEAN RUN RED."
-COMMANDER RIN MAKO
IKTOTCH KALEE
Region: Expa nsion Region: Outer Rim
Cl imate: Arid, rocky, and w ind y Climate: Arid, temperate, tropical, and arctic
Gravity: Standard Gravity: Standard
Moons: 0 Moons: 1
Length of Day: 22 standard hours Length of Day: 23 standard hours
Length of Year : 481 local days Length of Year: 378 local days
Sapient Species: 97% Iktotchi, 2% Human , 1% other Sapient Species: 99% Ka leesh , 1% other
Government: Representative democracy Government: Wa rring tribes
Capital : Ankhe la Capital: Kalee la
Major Exports: Minerals, ore Major Exports: Exotic animals, mercenaries
Major Imports: Technology Major Imports: Medicine, weapons, technology
KNOWLEDGE (GALACTIC LORE)
DC Result
n 10 Iktotch is the third moon of the planet Iktotchon.
I 15 The surface of Ik totch is windswept, rocky, and barren.
>
20 Iktotch has very litt le surface water. Much of the moon's water is
11
-!
III found deep beneath its surface in naturally occurring aquifers.
D 25 Sand and gravel storms form frequently on Iktotch 's surface. The most
< violen t of these can span hundreds of kilometers and manifest w ith
enough force to strip f lesh from the bones of unprotected surface
dwel lers.
KNOWLEDGE (LIFE SCIENCES)
DC Result
15 When Republic scouts visited Iktotch for the first time, they di scov-
ered the seal of the Republic carved into one of the moon's mountain s.
It was soon revealed that the Iktotchi, thanks to their precognitive
abil ities, had known of the Republic's coming for generations.
20 Members of the Iktotchi species are often feared or discriminated
against because of their innate presc ience.
25 The Iktotchi evolved from mountain-dwell ing quadrupeds that were
once numerous upon the moon's surface.
KALEe:
KNOWLEDGE (GALACTIC LOR E) K A M IN O n
DC Result
10 Kalee is a harsh world with few natural resources. KNOWLEDGE (BUREAUCRACY, GALACTIC LORE, LIFE SCIENCES) I
15 Kalee was recently invaded by the Huk, a mantislike insectoid species DC Resu lt
15 Kamino is one of thirteen planets in the Kamino System , wh ich is situ - )
that enslaved the Kaleesh and stripped the planet of its few natu- 1)
ral resources . The Huk were defeated and nearly wiped out by the ated near the dwarf ga laxy known as t he Rish i Maze. -I
Kaleesh. The Huk petitioned the Republic for aid, which resulted in 20 Because it has no surface geography, Kamino is subject to powerful (I)
economic sanctions and war crimes trials against the Kaleesh.
25 The Republic's actions against the Kaleesh on behalf of the Huk were storms that rage continuously across its wa tery landscape. 11
the result of corruption within the Senate. 25 Climate changes in Kamino's distant past submerged the surface of
<
KNOWLEDGE (SOCIAL SCIENCES) the world, and water now covers 100% of the planet's surface.
DC Result KNOWLEDGE (BUREAUCRACY, GALACTIC LORE, LIFE SCIENCES) @~
10 The Kaleesh are a nomadic species that has only recently made its way DC Result D> ~
15 The Kaminoans are regarded as isolationist cloners who rare ly interact
into space. (f'
15 Though warlike, the Kaleesh rarely attack without provocation. with others unless it is to conduct business.
20 The Kaleesh revere ancestors who died in self-sacrifice and with honor. 20 Kaminoans appea r to be nearly identica l to one another. This is due to aD>
They believe that these ancestors rise to the heavens upon their death their exacting methods of selective breeding and clon ing in order to (ii)
and descend to the planet's surface again when they are needed. ensure the survival of their species.
25 Abesmi, a large rectangular island within Kalee's single ocean, is con- 25 The soldiers of the newly formed Grand Army of the Republic are a~
sidered the holiest place on the planet's surface. clones that were created and trained on Kamino. a(ii)
@a
KAMIN O aD>
Region: Wild Space ~
Cl imate: Temperate
Gravity: Standard !iiJ
Moons: 3
Length of Day: 27 standard hours ~
Length of Year: 463 local days
Sapient Species: 98 % Kaminoan, 1% Human (clones). 1% other !iiJ
Govern ment: Ruling council !iiJ
Capital: Tipoca City lD
Major Exports: Clones, fish, military hardware, technology, weapons
Major Impo rts: Droids, foodstuffs
KERKOIDIA KNOWLEDGE (GALACTIC LORE)
DC Result
Region: Expansion Region 10 Malastare is a popular stop in the galaxy's Podracing circuit due to the
Climate: Temperate
Gravity: Standard large variety of terrain types that make up the planet's surface.
Moons: 3 15 Malastare is one of the Galactic Republic's staunchest supporters.
Length of Day: 26 standard hours 20 Though Dugs are Malastare's single indigenous species, the planet was
Length of Year: 324 local days
Sapient Species: 99% Kerkoiden, 1% other colonized millennia ago by the Gran and is controlled by the Gran
Government: Oligarchy Protectorate.
Capital: Maldinian City 25 Dugs have suffered greatly under the rule of the Gran, and they have
been marginal ized throughout the galaxy as a result.
Major Exports: None KNOWLEDGE (SOCIAL SCIENCES)
Major Imports: High technology, luxury goods DC Result
KNOWLEDGE (GALACTIC LORE) 10 Dugs are perceived as bullies and brutes throughout the galaxy.
DC Result 15 Though they consider themselves proud warriors, the Dugs were forc-
10 Kerkoidia is a civilized world in the Expansion Region and is the home- ibly disarmed by the Republic nearly a thousand years ago.
n 20 Despite being technologically advanced, many Dugs live in primitive
I world of the Kerkoiden people.
) arboreal villages known as tree thorps.
15 Most of the planet is covered in savannahs. The tall grass of these 25 Dug society is tribal , with a number of clans forming each tribe. Mul-
.1;1 savannahs grows to a height of almost two meters, allowing the native
beings on the world to hide from predators and prey alike. tiple tribes are ruled by a unifying monarch.
III
D
< 20 Kerkoidia's swamps, wh ich cover nearly 30% of the planet, are home
to vic ious predators from which the Kerkoiden species is descended. MUSTAFAR
25 The headquarters for the Retail Caucus is located on Kerkoidia, which Region: Outer Rim
has made many Kerkoidens extremely wealthy and created a fledgling Climate: Hot (volcanic)
aristocracy. Gravity: Standard
Moons: None
MAL..ASTARE Length of Day: 36 standard hours
Length of Year: 412 local days
Region: Mid Rim Sapient Species: 95% Mustafarian, 3% Skakoan, 2% other
Climate: Arid, temperate, and tropical Government: Techno Union
Gravity: Heavy (156%) Capital: Fralideja
Moons: 2 Major Exports: Minerals, ore
Length of Day: 26 standard hours Major Imports: Foodstuffs, technology
Length of Year: 201 local days
Sapient Species: 51 % Gran, 44% Dug, 4% Human, 1% other KNOWLEDGE (GALACTIC LORE)
Government: Gran Protectorate DC Result
Capital: Port Pixel ito 10 Mustafar is a possession of the Techno Union, and has been for almost
Major Exports: Podracing
Major Imports: Foodstuffs, luxury items 300 years.
15 It is a volcanic planet. Nearly 35% of Mustafar's su rface is molten.
This is due to the stresses placed on the planet by the gravity fields of
two large gas giants that affect its orbit.
30 Many Jedi temples once existed on Mustafar. War with the Sith
resulted in the near-apocalyptic changes to the planetary surface,
causing the Jedi to abandon their enclaves.
MU UNI LI N S T
KNOWLEDGE ( LIFE SCI EN CES)
DC Result
10 Mustafarians are composed of two related but distinct subspecies:
Northe rn M ustafaria ns, who are t all and thi n, and Southern Must af ar-
ians, who are short and somewhat sturdier.
20 Mustafarians use domesticated arthropods known as lava f leas as
mounts so that they can traverse the cooled and crusted - over sur-
faces of thei r planet.
25 The Mustafarians survived Mustafar's cataclysm by migrating to the
planet's coo ler reg ions.
30 Though theoretically under the control of the Techno Union, the Mus-
tafarians are largely neutral and unconcerned with offworld polit ics .
MUUNIL..INST o
Region: Outer Rim I
Climate: Temp erate
Gravity : Standard ~
Moons: 2
Length of Day : 28 standard hours 'lJ
Length of Ye ar : 412 local days -i
Sapien t Species : 99% Muun, 1% other III
Government: Clans D
Capital : Harnaidan
Major Exports : Metals <
Major Imports: Consumer goods, foodstuffs
NEL..VAAN
KNOWLEDGE (GA LACTIC LORE )
DC Result Reg ion : Outer Rim
10 Muunilinst is the well-deve loped homeworld of the Muun peop le, a Climate: Cool
Gravity: Low (85%)
race of tall , slender aliens. Moons : 3
15 The InterGalactic Banking Clan is based on Muunilinst, and much of Length of Day: 24 standard hours
Length of Year: 349 loca l days
the galaxy's money moves through banks on the planet, earning it the Sapient Species: 96% Nelvaanian , 3% Skakoan, 1% other
nickname "Moneyland ." Government: None
20 Muunilinst is a mineral-rich world covered in small, conical, underwa- Capital: None
ter volcanoes (known as "smokers"). Majo r Exports : Wa t er
25 Several settlements on Muunil inst are actually built around rich min- Major Imports: None
erai deposits, which can be min ed quickly to prov ide physica l capita l
should the planet's government need it.
KNOWLEDGE (GALACTIC LORE) KNOWLEDGE (BUREAUCRACY, GALACTIC LORE, LIFE SCIENCES)
DC Result DC Result
10 Nelvaan is experiencing the onset of an ice age. 10 Polis Massans are known for their medical and archaeological
15 Because of its low gravity, Nelvaan is home to several large animal expertise.
species, and it features exotic cliffs and mesas that would have crum- 20 The Polis Massans are not the original inhabitants of the planet Polis
bled beneath the strain of higher gravity. Massa, but are instead from another planet.
20 Bothan vessels occasionally visit Nelvaan to siphon water from its 25 Polis Massans emigrated from their homeworld of Kallidah (also in the
expansive glaciers. Subterrel Sector) to the Polis Massa asteroids in order to mine for arti-
30 The cooling of Nelvaan is a direct result of a Techno Union siphon facts from a lost civilization . They believe that they are descendants of
generator that is draining thermal energy from the planet. the original inhabitants of Polis Massa, the Eellayins.
30 The Polis Massans learned cloning techniques from the Kaminoans,
KNOWLEDGE (BUREAUCRACY, GALACTIC LORE, LIFE SCIENCES) and they might be attempting to use these skills to bring about the
DC Result return of the Eellayin civilization.
10 The Nelvaanians are a primitive species with a tribal culture.
15 Religion is an important aspect of Nelvaanian society. SEMBL..A
(1 20 Male Nelvaanians act as warriors, hunters, and scouts for their respec- Region: Outer Rim
tive tribes, while females act as builders and gatherers that manage Climate: Temperate
I» the day-to-day activities of their tribes. Gravity: Standard
Moons: 4
.1;1 25 The planet Nelvaan, known as the Great Mother, is central to Length of Day: 32 standard hours
Nelvaanian religion.
[!J
11
~I Length of Year: 274 local days
Sapient Species: 100% Vurk
_1
POL..IS MASSA
Region: Outer Rim Government: None (nomadic tribes)
Climate: None (asteroid) Capital: None
Gravity: Low (56%) Major Exports: Foodstuffs, water
Moons: None Major Imports: Technology
Length of Day: 24 standard hours
Length of Year: 590 local days KNOWLEDGE (GALACTIC LORE)
Sapient Species: 99% Polis Massan, 1% other DC Result
Government: Ruling Council 10 Sembla is covered by shallow seas and volcanic islands.
Capital: Polis Massa Base 15 Vast gardens of coral and valuable crystal growths can be found in the
Major Exports: None hottest of Sembla's oceans, and these are often targeted by off-world
Major Imports: Foodstuffs, heavy machinery, water miners.
25 Due to the nomadic nature of its indigenous species, there are few
KNOWLEDGE (GALACTIC LORE) permanent settlements on Sembla .
DC Result 30 Ancient subaquatic ruins have been found along Sembla's equator.
10 Polis Massa is a small mining colony in a remote asteroid field. These ruins do not appear to have been created by the Vurks, nor do
20 The Polis Massa asteroid is the largest fragment of the planet Polis the Vurks have any memories of established permanent settlements.
Massa, which was broken apart by a natural cataclysm many centuries
ago.
25 Polis Massa was originally home to the Eellayin civilization. The Eel-
layins vanished following their planet's destruction.
30 The center of Polis Massa's mining operations is an excavation,
where the current inhabitants search for clues to the lost Eellayin
civilization.
KNOWLEDGE (SOCIAL SCIENCES) TETH r-
DC Result
10 The Vurks are a nomadic and seemingly primitive species native to Region: Outer Rim n
Climate: Temperate
Sembla. Gravity: Standard I
15 Th e primitive nature of the Vurks is belied by the species' highly Moons: 2
Length of Day: 27 standard hours )
advanced philosophical traditions, which stress personal freedom, Length of Year: 298 local days 1)
integrity, and honesty in all things. Sapient Species: 94% Human, 6% other
20 As a species, Vurks are empathetic and serene, and they make excep- Government: Democracy -i
tional diplomats. Capital: Inner Teth III
25 Despite their peaceful nature, Vurks are capab le combatants who see Major Exports: None D
se lf-defense as an aspect of their own personal integrity. Major Imports: Foodstuffs, high technology, luxury goods
KNOWLEDGE (GALACTIC LORE) <
SKAKO DC Result
10 Teth is a remote jungle world on the Outer Rim. Its land masses are l
Region: Core Worlds
Climate: Temperate (high-pressure) often shroude d in purple mist. »®
Gravity: Standard 15 The wildlife on Teth is relatively benign despite the huge jungles cov- »(j"
Moons: 2
Length of Day: 27 standard hours ering the planet, making travel through the wilderness far less dan- (Q]
Length of Year: 384 local days gerous than on most worlds. c(]
Sapient Species: 100% Skakoan 20 Teth has long been a haven for smugglers and other criminals, who use
Government: Guild the world as a hiding place thanks to its remote location. @
Capital: None 25 Teth was one of the planets where the B'omarr Monks built monas-
Major Exports: Technology teries, but those edifices have long since been abandoned and then ®»
Major Imports: Foodstuffs, raw materials, water claimed by criminals as hideouts.
~
KNOWLEDGE (GALACTIC LORE) TETH
DC Result lID
10 The su rface of the planet Skako, like Coruscant, is covered by one mas-
~
sive city.
15 Skako's atmosphere is one of methane-based gasses and extremely
heavy pressure, making it a hazardous place for species not adapted
to its stresses.
20 Though most of Skako is covered by urban sprawl, some examples of
the planet's original ecosystem have been preserved in the form of
vast fields of sp rawling vines.
KNOWLEDGE (SOCIAL SCIENCES)
DC Result
10 The Techno Union, while not a specifically a Skakoan organization, is
largely controlled by the Skakoan species.
15 Skakoans are unable to leave their homeworld unless they wear spe-
cially designed pressure suits that allo w them to survive in environ-
ments with standard pressures and atmospheres.
25 Skako's indigenous inhabitants are si milar in appearance to sickly,
gaunt humans. Because of the dangers of decompression away from
the ir homeworld, few Skakoans will ingly travel away from Skako.
TOYDARIA UTAPAU
Region: Mid Ri m Region: Outer Rim
Climate: Temperate swamps Climate: Arid and rocky sinkholes
Gravity: Standard Gravity: Standard
Moons: 3 Moons: 9
Length of Day: 21 standard hours Length of Day: 27 sta ndard hours
Length of Year: 184 local days Length of Year: 351 local days
Sapient Species: 79% Toydarian, 18% Hutt, 3% other Sapient Species: 70% Utai, 30% Pau'an
Government: Hutt crime lords Government: Utapaun Committee
Capital: Toydor Capital: Pau City
Major Exports: Labor Major Exports: Water
Major Imports: Foodstuffs Major Imports: Medicine, technology
KNOWLEDGE (GALACTIC LORE) KNOWLEDGE (GALACTIC LORE)
DC Result DC Result
10 Toydaria is located in Hutt Space and is controlled by the Hutts. Most 10 The inhabitable areas of Utapau's surface are covered in grassy, wind-
Toydarian villages are primitive by galactic standards. swept plains pockmarked with gaping sinkho les.
15 Speeders are illegal on Toydaria because they endanger flying Toydar- 15 While Utapau has limited supplies of water on its surface, there are
ians, and spaceship traffic is restricted to specific zones. Toydarians massive subterranean seas hidden beneath the planet's crust.
have incorporated a sophisticated light-rail system to make surface 20 The mineral-rich waters of Utapau are rumored to have mystical heal-
travel between settlements more convenient.
20 The vast majority of Toydaria's surface area is covered in nutrient-rich ing properties, and this "healing water" fetches a high price on the
muck-lakes interspersed with fields of dense algae. galactic market.
25 Extensive mineral deposits exist beneath Utapau's subterranean seas,
KNOWLEDGE (SOCIAL SCIENCES) lending to the planet's vast natural re so urces.
DC Result
10 Toydarians are a stingy and ill-tempered flying species native to KNOWLEDGE (SOCIAL SCIENCES)
DC Result
Toydaria. 10 Two races, the Pau'ans and the Utai (collectively known as the Uta-
15 Toydarian government is feudal, owing allegiance to a single king who
paunl. share the planet in a near-symbiotic relationship.
commands many vassals . 15 The Pau'ans are a tall species with a natural predilection for bureau-
20 Because of their high metabolisms, Toydarians must consume more
cracy and oversight, while the Utai are a short species who excel as
food than their small frames would at first indicate. As a result, fam- laborers and animal handlers.
ines are common on Toydaria in especially lean years . 25 An increase in surface sto rms drove the Pau'an s underground long
ago, where they joined their civilization with that of the Utai.
"C3REETINGS, YOUNG -.JED •.
WHAT BRINGS VOU TO OUR
REMOTE SANCTUARY?"
-TION MEDON
PLANETARY UPDATES Bothawui, defended by its own small planetary defense forces, is largely n
untouched by the war. Intell igence agents from the opposing factions,
The Clone Wars transform planets throughout the galaxy. A number of famil- however, are numerous. Republic and Separatist agents rarely interact with I
iar worlds are reshaped by the events that unfold around and, occasionally, one another in a hostile fashion on Bothawui, though a number of quiet
upon them. The updates in this section should provide Gamemasters with confrontations and mysterious deaths are unavoidable. >
enough information to use these planets during this era.
CEREA 'D
BESPIN -I
Due to its isolated location and antitechnologica l stance, Cerea garners little
While Bespin has always been an important source of Tibanna gas, its Republic attention until a few decades prior to the start of the Clone Wars (1J
economic and strategic importance is only truly realized at the start of the when the Republic seeks to tap into the planet's vast natural resources:
Clone Wars. The Republic and the Confederacy, desiring a stake in Bespin's Republic representatives offer technological incentives in an attempt to lJ
resources, dispatch forces to secure their interests. A number of small orbital persuade Cerea to join the Republic, but these offers are rebuffed by the
battles, punctuated by lengthy dogfights in Bespin's upper atmosphere, ulti- planet's ruling council. <
mately end with the Republic having a slight edge over its Separatist foes.
Even though the Battle of Bespin is considered a loss for the Separatists, When millions of refugees are displaced by the destruction of the Clone
occasional skirm ishes continue to occur between the two enemies throughout Wars, Cerea offers its aid to the Refugee Resettlement Coalition. As a result,
the entirety of the Clone Wars. vast numbers of refugees are brought to Cerea from across the galaxy. The
newcomers settle, but many feel constrained by Cerea's lack of high technol-
One of the most popular tourist hubs on Bespin prior to the Clone Wars ogy. The newcomers' dissatisfaction, coupled with rebellious Cerean youths
is Tibannopolis. Tibannopolis's only true competition is Cloud City, and the who wish to lift their society to the same technological level as the rest of
rivalry between the two settlements only fuels their popularity. As the Clone the galaxy, stir up a hornet's nest of dissent.
Wars intensifies and tourists are less inclined to travel to Bespin's resorts,
Tibannopolis ceases to be a sign ificant economic factor. Cloud City's ability Despite the Republic's diplomatic efforts to bring Cerea into the fold
to mine Tibanna gas on behalf of the Republic is its salvation, enough to and the Confederacy's attempts to foment unrest at the local level, Cerea
keep it functioning until the official end of hostilities. continues to remain neutral throughout the length of the Clone Wars.
Regardless of the planet's neutral stance, it is only a matter of time before
BOTHAWUI the war finds its way there. A year into the confl ict, the month-long Battle
of Cerea takes place, resulting in horribl e civil ian casualties. Large swathes
Bothawui is a longtime member of the Senate and supporter of the Republic. of the planet's virgin landscapes are reduced to ashes by the battle, and the
Despite this fact, Bothawui remains a neutral planet during the Clone Wars. reigning president becomes the target of Confederacy-sponsored assas-
The Senator from Bothawui, Polo Se'lab, consistently abstains from many sination attempt.
of the Senate's more politically charged votes in the months leading up to
the Clone Wars. He states many times that he does not want Bothawui to CORUSCANT
be party to the start of open warfare, and he consistently maintains this
stance in the following years. Coruscant experiences a number of radical changes after the start of the
Clone Wars. Large swathes of the cityscape are laid low to make room for
Though Bothawui is publicly neutral, the Bothan predilection for secrecy military staging areas. Millions of citizens are displaced by the urban renewal,
and clandestine action is in full swing. While the Bothans do not specifically the vast majority of them impoverished, members of alien species loyal to the
play one side off against the other during the Clone Wars, they are proud to Confederacy, or both . There is an initial public outcry, but with the war effort
serve each one in a professional, if not exclusive, manner. Accord ing to Bothan in full sw ing , such dissidence is either ignored or quickly quashed.
thought, providing the Republic and the Confederacy with useful intelligence
IS a good way to hasten the war's end, as well as make a profit. Acts of terrorism are commonplace. Most are the products of Separatist
cells, though a few isolated incidents are of questionable origin . Bombings
Bothan neutrality does little to prevent both Separatist and Republic are the most common types of attacks used by Separatist terrorists. Given
representatives from attempting to woo Bothawui to their side in the conflict. Coruscant's large population, these indiscriminate tactics result in hundreds
As the war progresses, it becomes increasingly obvious to the Bothans that sometimes thousands, of casualties. Terrorists also employ toxic gasses and
neither side is worth supporting in full and that each faction is hiding several attempt to comprom ise the integrity of Coruscant's water and food sup-
proverbial skeletons in their closet. This only reinforces the perception of plies. Assassination attempts against influential Republic politicians are
Bothan neutrality during the Clone Wars. also common.
Clone troopers patrol much of the planet in force. Ostensibly, this is to The ultimate result of Duro's fall is the incredible boost it gives to the
combat and root out terrorist threats. More often than not, it is to maintain Separatist cause. General Grievous, the invasion's architect, is lauded
order and keep public protests to a minimum. Given the clones' military throughout the Confederacy as a military genius. Scores of undecided systems
training, they are prone to using deadly force in situations that don't war- ra lly to the Separatist cause in the wake of Duro's conquest.
rant it, and they have little compunction about doing so. Local authorities
are helpless to intervene, and they can do little more than stand id ly by and C3AMORR
watch events unfold .
Though ignored by the Galactic Republic during the Clone Wars due to its
Discrimination based on species becomes more common on Coruscant. prim itive inhabitants, Gamorr is given special attention by the Confederacy.
Overwhelming votes in the Senate have resulted in a number of mass Thousands of Gamorreans, less concerned with galactic politics and more
deportations targeting members of species that are loyal to the Separatist interested in a good fight, are taken offworld by the Separatists and employed
movement. The majority of the deported individuals are loyal citizens of the as mercenaries. The Gamorreans rarely serve the Separatists with distinction ,
Republic, however, which only makes enemies of individuals who might have and they are instead employed for dangerous frontal assaults. As a result,
otherwise been supportive of Palpatine's leadership. the survival rate for Gamorrean mercenaries working for the Confederacy
DORIN is less than 8 percent.
The Hutts, upset with the Confederacy's claim on so many Gamorreans,
n Dorin, the home planet ofthe Kel Dor, is a staunch supporter of the Republic. petition the Separatists in an attempt to preserve their own hold on the
I Due to a number of factors, notably its oxygen-poor atmosphere and location planet's natives. The Trade Federation negotiates a finder's fee, paying a
~
1) between two black holes, Dorin is practically ignored by the Confederacy of bounty to the Hutts for each Gamorrean that the Confederacy hires in the
-I Independent Systems during the war. course of the conflict. Although this results in only a minimal profit for the
1Il
:u The opinion of most Kel Dor is that the Separatists are disloyal and unwill- Hutts, it eases their concerns over the perceived Separatist encroachment
< ing to go through proper channels to get what they want. Thus, they are on a labor force that is largely considered theirs.
deserving of nothing, and they should forcibly be brought back into the fold Though the war never comes to Gamorr's surface, a number of small
of the Republic. Dorin is a strong supporter of the formation of the Army of space battles do occur in neighboring star systems. Separatists establish a
the Republic, even providing a handful of its own defense troops and ships single base on Gamorr's moon, but by the end of the war, it is completely
in support of the war effort. abandoned and overtaken by pirates.
DURO IRIDONIA
Duro is a loyal member of the Galactic Republic at the outbreak of the Clone Although it figured prominently in past wars, Iridonia plays only a small
Wars. The system's standing is further reinforced during the Battle of Duro, part in the Clone Wars. A loyal member of the Galactic Republic following
which is a pivotal point in a massive Confederacy offensive known as Opera- the Mandalorian Wars, Iridonia as a whole maintains its place in the Senate
tion Durge's Lance. The victory of the Separatists allows them to pave the throughout this turbulent period. Though Iridonia itself is not subject to
way for a full-scale invasion of the Core Worlds. Separatist invasion, a number of its colonies suffer insurrections and political
upheavals inspired by the Confederacy.
The planet Duro is devastated by the Separatist invasion. Bombardment of
the planet's vast industrial holdings, ordered by General Grievous, results in a Several months after the start of the Clone Wars, one of the eight Iridon ian
catastrophic release of toxic pollutants into the atmosphere. These chemicals colonies petitions to secede from the Galactic Republic and join the Confed-
are further distributed across the planetary surface as fallout, transforming eracy. This starts what many Zabrak refer to as "The Great Debate," which
much of Duro into an uninhabitable wasteland. Utterly defeated, the Duros eventually ends with Iridonia's continued support of the Galactic Republic.
have little choice but to surrender to the Separatists and be absorbed into
the Confederacy of Independent Systems.
In time, the Duros population learns that a number of Republic ships that
should have been present at the Battle of Duro had been rerouted to other
systems because of Senatorial corruption. The resulting investigation leads
to the resignation of two Senators and a number of other officials.
KIT F laTO O N M O N C ALAMA R I
ITHOR
A member of the Galactic Repub lic for millennia , Ithor continues to swear
its fealty throughout the Clone Wars. The vast and we ll-protected natural
resou rces of t he fo rest wo rl d are never comp romised by Separatist attacks.
A number of small attacks and prob ing actions are attempted against Ithor
by the Confederacy early in the war, but these are determined to be little
more than diversions as the Separatists launch full-scale invasions of Duro
and other important Republic targets.
The closest thing to a Separatist invasion of Ithor is the Confederacy's
captu re of the Ottega Dawn, an Ithorian herdship. The Ottega Dawn is
subsequently placed at the fore of a Sepa ratist assault force, where it is
assumed that Republ ic ships wil l be less likely to fi re upon it due to the large
number of civil ian passengers and crew aboard. While this tact ic is initial ly
successful , it backfires when the Ottega Dawn is reclaimed by a contingent
of Ithorian muti neers.
KASHVVVK n
Kashyyyk remains unaligned at the start of the Clone Wars. Seeking a means I
to end their troubles with neighboring Trandosha, the leaders of Kashyyyk
initially attempt to better thei r position by negotiating with both the Con- )
fede racy of In de pendent Systems and the Ga lactic Republic. At stake are a
nu mber of secret hyperspace routes known only to the Wookiees as well as 11
the potential for new hyperspace routes that are as yet unknown . -I
Despite a small number of hostile actions by Separatist forces , Kashyyyk (1J
maintains its neutrality for nearly a year and a half. General Grievous orders
a numbe r of attacks in an attempt to persuade the Wookiees to make a II
cho ice, bu t the tactic backfi res when King Grakchawwaa learns of his son 's
accidental death at the hands of Separatist droids. <
In a rage, Grakchawwaa sides with the Galactic Republ ic. This spurs a With the aid of Separatist droids as well as a number of Mon Calamari who
massive invasion by the Confederacy, which is eventually repulsed by a are loyal to the Confederacy, Tikkas beg ins his campaign. He orders attacks
combined Republic/Wookiee force during the Battle of Kashyyyk. The tide against a number of Mon Ca lamari cities. The Republic counterattacks by
of battle t urns when Order 66 tu rn s the Republic clone army agai nst its Jed i sending troops, led by Kit Fisto, to aid the Mon Calamari .
genera ls. Th e Wookiees she lte r a number of Jedi survivors, an act of mercy
for which they suffer greatly in the years to come. It is eventually discovered that the Quarren are also being aided by a type
of deepsea invertebra te known as the Moappa. Whi le the Moappa are not
MON CAL-AMARI inte lligent on an individual basis, they possess a sophisticated group intel-
lect. Like the Quarren, the Moappa are disaffected by the Mon Calamari's
In the t ime leading up to the Clone Wars, Senator Tikkas, the Quarren Sena- claim of planetary control. Even after the destruction of the Quarren central
tor from Mon Calamari, turns a blind eye to slaver activity in the Calamari command on Mon Calamari, the Moappa continue to lead the remaining
Sector. When his part in these activities is discovered, Tikkas is forced out troops via telepathic commands.
of office, and he defects to the Confederacy of Independent Systems. As
leader of the Quarren Iso lation League, a group dedicated to reducing the Until th is po int, the Mon Calama ri had bee n unaware of the Moappa's
influence of the Mon Calamari on planetary politics, Tikkas foments outright intelligence. Following the defeat of the Separatists, diplomatic relations
civil war on Mon Calamari . are estab lished between the Mon Calamari and the Moappa so that the two
species can live in peace.
n NASOO RODIA
I Because of Naboo's close relationship with Chancellor Palpatine, himself Despite the best attempts of the Separatists, Rodia remains a loya l member
a citizen of that planet, Naboo remains a staunch bastion of the Galactic of the Galactic Republic throughout the Clone Wars. Rodia is never directly
> Republ ic throughout the length of the Clone Wars. Despite Naboo's peaceful threatened by the Confederacy of Independent Systems, though negotiators
nature, the average citizen sees support of Palpatine's initiatives as common sent by Count Dooku are often found in Iskaayuma as they attempt to sway
1] sense. With the invasion ofTheed by the Trade Federation prior to the Clone the Rodians to support their cause.
~ Wars as an example, there is little doubt to the citizenry of Naboo that the
Separatists are a grave threat that must be dealt with in a decisive manner. Even though Rodia remains loyal to the Republic, many individual Rodians
III To the majority of the Naboo, the person to bring about an end to such a seek out their fame and fortune in the employ of the Confederacy, offering
D terrible enemy is Pal patine. their services as assassins and mercenaries. Many of these individuals are
considered criminals by the galactic community, but they are otherwise
< The Trade Federation never forgets its defeat during the blockade. revered as heroes on Rodia for their exploits.
Because of this, Naboo continues to suffer repeated attacks and invasions
0 »® from Confederacy forces throughout the conflict. While none of the incur- Rodia is represented in the Ga lactic Senate by Senator Onaconda Farr,
0 sions succeeds, the most disastrous of them wipes out nearly all life on the a tried and true loyalist of the Republic. Farr is appointed to the Loyalist
»0 If' Gungan lunar colony of Ohma-D'un during what is to become remembered Committee, gaining a great deal of influence as a result. Unfortunately for
[) @ as the Defense of Naboo. Quick action by the Jedi and other Republic forces Rodia, Onaconda Farr is exposed for bribing a fellow Senator in order to
[) results in victory over the Separatist invaders. divert a number of naval starships to Rodia. Had the starships been sent to
~ Duro, their original destination, it is quite possible that the Battle of Duro
NAR SHADDAA would not have been a Separatist victory.
@
During the Clone Wars, Nar Shaddaa remains a haven for criminals of all RVLOTH
[) ® stripes, a terrible and multileveled urban playground inhabited by the worst
that the galaxy has to offer. Wars come and go, but Nar Shaddaa always At the start of the Clone Wars, the homeworld of the Twi'leks is a strong
»[) remains in one form or another. supporter of the Galactic Republic in the Senate. Despite this, the planet is
~ seized by the Confederacy of Independent Systems, an act that is protested
[l [lj) The Hutts that pull the strings on Nar Shaddaa see the conflict between by Senator Orn Free Taa of Ryloth. Among Ryloth's citizens, opinions remain
the Galactic Republic and the Confederacy of Ind ependent Systems as just so sharply divided that small-scale conflicts openly break out between dif-
~ another opportunity to make money. To this effect, they channel all manner ferent Twi'lek factions.
[lj) of illegal products to one side or the other. Weapons, cortosis ore, assassin
droids, sp ice, slaves, and any of a number of other forb idden goods pass The Confederacy establishes a firm hold on the world through the impo-
[lj) through Nar Shaddaa like water through a sieve. sition of martial law. Distrust and betrayal among Ryloth's citizens leads
to further divisions, and suspected Republic sympathizers are rounded up,
lD The Separatists are the Hutts' largest customer. Though backed by a detained, and-in some cases-executed. Paranoia and suspicion run rampant,
large number of technological concerns, such as the Techno Union and the making the planet's major cities dangerous places to live.
Trade Federation, the Confederacy is always looking for an edge, regardless
of how underhanded or destructive it might be. This is not to say that the The Separatist interest in Ryloth is twofold. A large droid reclamation
Republic's hands are completely clean, either, especially early in the war when facility is established on the planet's surface, proving to be an important
the Army of the Republic is in its embryonic stage. Weapons, especially hand asset as the Confederacy wages war against the Galactic Republic. Produc-
weapons and vehicles, pass through Nar Shaddaa on their way to Republic tion and distribution of ryll is also an important Separatist consideration,
and Separatist munitions depots. even though vast numbers of credits from the sale of the addictive spice
somehow find their way into Huttese coffers.
Nar Shaddaa not only offers physical goods for sa le. Services are another
of its more profitable offerings, and these include theft, assassination, and Late in the Clone Wars, a brief but intense battle takes place on Ryloth
everything in between . Both sides in the war have agents assigned to Nar as a part of the Outer Rim Sieges. Through the efforts of diplomats and Hutt
Shaddaa, both to contract for services as well as to monitor the movements of criminal interests, the planet is left relatively unscathed.
the opposition. Unlike the Republic and Separatist agents on Bothawui, who
are relatively quiet and secretive, those living on Nar Shaddaa are much more
likely to come to a spectacularly violent end at the hands of their enemies.
SULLUST TRANDOSHA n I
Because of SoroSu ub's membersh ip in the Commerce Gui ld, Sullust secedes Du e to its position withi n t he Kashyyyk system, Trandosha 's only representa- I
from the Galactic Republic at the beginning of the conflict and joins forces tion in t he Senate is Yarua, a Wookiee. The two species have never seen eye
with the Confederacy of Independent Systems. Given tha t nea rly ha lf of to eye, and t heir relationshi p is, at best, lukewarm at the outbreak of the )
the Sul lustan population is employed by SoroSuub, there is practically no Clone Wars du e to a number of factors. 1)
public outcry at this development. From this point onward, Sullust remains
a strong supporter of the Confederacy. The planet itself is an important Peaceful negotiations between the two species had never been com- -l
Confederacy fortress world, acting as a staging point for many invasions pletely successful. Shortly before the outbreak of the Clone Wars, dip lo- lIJ
into the Core Worlds. macy comp letely breaks down when a Wookiee ship is attacked over one 11
of Trandosha's moons. In response, the Wookiees erect a blockade around
Less than a month after Sul lust secedes, a Republic invasion of the system Trandosha. Peace talks rekind le the following year, but these fail when the <
commences. Though some initial successes are reported, there are a number Wook iees learn tha t the Tra ndoshans are seeking Senatorial backing with
of setbacks. The mi litary forces used by the Republic are disparate and va ried, the aid of the Trade Federation . o
consisting mostly of planetary defense forces that have been pulled together
into an impro mptu assault force. Casua lt ies are high, and ba ttl efield ga ins Though never committed to the Separatist cause in a public forum,
are insubstan ti al. Treac hery wi thi n t he Repu blic ran ks is t he cat alyst th at a num ber of indepe ndent Trandoshan organ izatio ns join forces with the
leads to its ultimate defeat an d withdrawal from Sullust. Con federacy of Independent Systems duri ng t he Clone Wars . Pirate bands ,
slavers, and pro-Tra ndoshan terrorist groups participate in many Separatist
Su llust remains one of t he Confederacy's most prized holdings until the actions, pa rticu larly those tha t take place on the Wookiee homeworld prior
end of the war. Its rich minera l deposits, loya l workfo rce, and production to t he Battle of Kashyyyk. In t ruth, many (if not most) of these groups have
capabilities make it an important and well-defended asset. Many Repub lic indirect financial backing from Trandosha itself, as the planetary govern-
missions are sent to Sul lust in an attempt to erode the Confederacy's hold ment is only too happy to direct its own attacks upon the Wookiees from
on the planet, but few succeed. the shadows.
TATOOINE "THE DESERT
Tatoo ine is technica lly held by the Galactic Repub lic, but it is largely con- IS MERCILESS. IT
t rolled by the Hutts at the start of the Clone Wars. In the ea rl y days of the
war, the Repub lic attempts to establ ish a spaceport on the planet in order to TAKES EVERYTHINO
utili ze it as a base in t he Arkan is Sector. The Repub lic's newly rea lized interest FROM yOU."
in Tatooine is not welcome d by many of the planet's citizens, pa rticula rl y
those who thrive under Huttese control of the world. -ANAKIN SKYWAL.KER
Boorka the Hutt, seeking to remove the Republic from Tatooine, negotiates
a pact with the Confederacy in exchange for the destruction of the fledgling
Republic spaceport. The Confederacy forces, led by Sev'rance Tann, destroy
the spaceport and wipe out the small Republic force that had occupied it.
Jabba the Hutt, Boorka's competitor on Tatooine, is incensed by Boorka's
cooperat ion with the Separatists. He betrays Boorka to the Jedi , who kill
Boorka and root out the Separatist units on Tatoo ine. Despite his loud objec-
tions, Jabba's interest in seein g Boorka fall are not entirely al tru istic; t he
Hutt crime lo rd is playin g one side aga inst the ot her, taking a da ngerous
compet itor out of the picture wh ile continuing to supply co rtosis ore to the
Techno Uni on.
THE ~EDI SERVICE CORPS AgriCorps Worker CL2
If you nglings pass the age to begin the ir training as a Padawan without being
chosen by a jedi Master, they are sent to the jedi Service Corps. The Service Medium Human nonheroic 6/jedi 1
Corps has four sep arate branches of service: th e Agricultural Corps, the Force 2
Education al Corps, the Exp lo ration Corps, and the Medical Corps. Younglings Init +3; Senses Use the Force +7
are assigned to a bran ch that reflects th eir individual talents. There, they Languages Basic
serve the rest of their time in the jedi Order.
Defenses Ref 12 (flat-footed 12). Fort 13, Will 12
hp 27; Threshold 13
Each branch serves the jedi Order and the Galactic Republic accord- Speed 6 squares
ing to its designed purpose. The Agricultural Corps (or AgriCorps) serves Melee unarmed +6 (ld4+1) or
the Republi c by tending to the va riou s farms estab lished t hroughout t he Ranged by weapon +5
Core Worlds to help feed its citizens. Th e Educational Corps (or EduCorps) Base Atk +5; Grp +6
dispatches its members throughout the galaxy to provide for the education Special Actions Shake It OffH
needs of many of the Republic's underprivileged ch ildren and, in turn, learn Abilities Str 12, Dex 10, Con 13, Int 11, Wis 10, Cha 8
about the worlds to which they trave l to help expand the knowledge base of Talents Force Perception
the j edi Order. The Exp loration Corps (or ExplorCorps) primarily trave ls on Feats Force Sensitivity, Skill Focus (Knowledge [life sciences]). Shake It
mi ssions to exp lore the Unknown Reg ions of the ga laxy, charting new star OffH, Ski ll Training {Endurance, Knowledge [galactic lore]' Survival ,
n systems and discovering new civil izations and races. The Exp lorCorps also Use the Force, Weapon Proficiency (Ii ghtsaber)
I works in conjunct ion with li kem ind ed organizations, such as the Intergalactic Skills Endurance +9, Knowledge (galactic lore) +8, Knowledge (life
~
Zoological Society. The Medical Corps (or MedCorps) tends to the medical sciences) +13, Mechanics +8H, Survival +8, Use the Force +7
1J
-I
needs of Republic citizens throughout the galaxy, assisting the medical Possessions agricultural tools, datapad
{1)
D staff in many of the galaxy's hospita ls and medical faci lities. In addition , H Bonus feat or trained skill for being Human.
X they also are responsible for maintaining the infirmary located in the jedi
Tem ple on Coruscant. EduCorps Worker
AgriCorps Worker The Educational Corps instructs its recruits in the ways of imparting knowl-
edge, teaching them not only to be effective instructors but also to show
Th e Agricu ltural Corps teaches its new recruits to va lu e the nature of life and patience and compassion for their pupils. Above all, they need to understand
to maintain balance between li ving creatures and their environment. These that one cannot always rely on the Force to reach one's goal. The id ea of
lessons, taught from th e first day of their arrival, are meant to instill an overall forcing somebody to learn someth ing through the Force violates the basic
appre ciat ion for and an understanding of the natural world. The Agr icultural doctrines of the jedi Order.
Corps also teaches the ir young pupils patience to wait for results, self- control
to let other things find their own way, and ingenuity to seek other methods The EduCorps provides instruction to the disadvantaged on countless
to resolve a situation without resorting to the destruction of li fe. worlds across the galaxy. Armed with the philosophy that knowledge of the
universe and those who dwell in it increases one's understanding of life in
The primary goal of the AgriCorps is to su pport the Republic's Agric ultural the galaxy, these EduCorps scholars strive to learn all they can within the
Admini stration , whi ch oversees the production and processing of foodstuffs first few years of membership to prepare themselves to teach that knowledge
th rough out t he Republic. Althoug h most members serve on or near Coruscant, to their future students.
some are sent to other worlds to help with farming operations. Use of the
Force by these recru its is restricted to tending the crops and livestock under Members of the EduCorps also study the worlds and cultures they visit,
their care, primarily because they have not learned anything beyond these recording their experiences in the libraries located within the jedi Temple
basic skill s at this point. on Coruscant.
EduCorps Worker CL 1 ExplorCorps Worker CL 2
Medium Human nonheroic 6/Jedi 1 Medium Human nonheroic 6/Jedi 1
Force 2 Force 2
Init +2; Senses Perception +9
Languages Basic, High Galactic, one additiona l lang uage Init +3; Senses Perception +9
Languages Basic
Defenses Ref 11 (flat-footed 11). Fort 12, Will13 Defenses Ref 12 (flat-footed 12). Fort 13, Will 13
hp 20; Threshold 12 hp 27; Threshold 13
Speed 6 squares Speed 6 squares
Melee unarmed +4 (ld4 -1) or Melee unarmed +5 (1d4) or
Ranged by weapon +4
Base Atk +5; Grp +4 Ranged blaster pistol +0 (3d6)
Abilities Str 8, De x 9, Con 10, Int 14, Wis 12, Cha 11 Base Atk +5; Grp +5
Talents Skilled Advisor Special Actions Shake It Off", Equilibrium
Feats Force Sensitivity, Skill Focus (Knowledge [physical sciences],
Abilities Str 10, Dex 10, Con 12, Int 11, Wis 13, Cha 8
Knowledge [social sciences]). Skill Training (Knowledge [bureaucracy] H,
Knowledg e [life sciences], Knowledge [physical sciences], Use the Force, Talents Equilibrium
Weapon Proficiency (Iightsaber)
Skills Knowledge (bureaucracy) +10H, Knowledge (galactic lore) +10, Feats Force Sensitivity, Shake It Off", Skill Training (Knowledge [galactic n
Knowledge (life sciences) +10, Knowledge (physical sciences) +15, lore], Perception, Pilot, Survival, Use Computer). Weapon Proficiency I»
Knowledge (social sciences) +15, Perception +9, Persuasion +8, (Iightsabers)
Use the Force +8 11
Possessions 5 data cards, data pad Skills Endurance +9", Knowledge (galactic lore) +8, Perception +9, -I
H Bonus feat or trained skill for being Human. III
Pilot +8, Survival +9, Use Computer +8, Use the Force +7 II
Possessions blaster pistol, comlink, datapad, field kit
H Bonus feat or trained skill for being Human.
ExplorCorps Worker MedCorps Worker
The Exploration Corps takes its students from other branches of the Jedi Life in the Medical Corps teaches recruits that life is fragile, and they quickly
Service Corps . Not surprisingly, the young Jed i who are assigned to the learn that people can become sick and die for no reason other than the will of
ExplorCorps are considered by their peers to be "the lucky ones." They the Force. For some, this can be hard to fathom, but internalizing it provides
travel the galaxy with Jedi Masters instead of remaining planetside to train a valuable lesson for those who have had difficulty dealing with a personal
for their designated positions. As such, many consider the ExplorCorps a loss earlier in life. Those that work for the MedCorps use their talents and
traveling Jedi academy. abilities to heal the sick, treat the wounded, and provide comfort for those
less fortunate.
Service in the ExplorCorps teaches its recruit s that, despite differences
in race and culture throughout the galaxy, everyone has the same basic Members of the MedCorps can be found at medical facilities throughout
underlying needs that they fulfill in varying ways. Understanding this concept the galaxy, bestowing relief in times of crisis or instructing non-Force-using
teaches the student perspective, seeing that the idea of right and wrong can personnel in new methods to care for their patients. In addition to this basic
vary between different cultures. But no matter where you go and what you task, the MedCorps is also responsible for maintaining the infirmary located
do, the Force is always there to guide you . in the Jedi Temple on Coruscant, which is connected to the expansive Galactic
City Medical Center via a dedicated underground transport tube. Thank s to
The primary purpose of the ExplorCorps, however, is to seek out new maintaining this facility, the MedCorps has come to the aid of a large number
worlds and civilizations in the galaxy. Knowledge of their discoveries is of Republic citizens during emergencies in the capita l.
catalogued in the Jedi Archives for all to learn, much in the same way that
the members of the EduCorps transcribe their findings about the planets
they vis it. Finding new civilizations opens the possibility of first contact,
establishing relations with new species that might have someth ing to con-
tribute to the Republic.
MedCorps Worker CLl Jedi Archivist CL 10
Medium Human non heroic 6/Jedi 1 Medium Human Jedi 7/Jedi Knight 3
Force 2 Destiny 2; Force 5
Init +3; Senses Perception +10 Init +10; Senses Perception +12
Languages Basic, one additional language Languages Basic, Bocce, Bothese, Durese, High Galactic, Huttese, two
Defenses Ref 12 (flat-footed 12). Fort 11, Will 14 additional languages
hp 13; Threshold 11 Defenses Ref 23 (flat-footed 23). Fort 24, Will 25; Deflect
Speed 6 squares hp 89; Threshold 24
Melee unarmed +4 (1d4-1) Speed 6 sq ua res
Ranged by weapon +5 Melee lightsaber +11 (2d8+5) or
Base Atk +5; Grp +5 Ranged by weapon +10
Abilities Str 8, Dex 10, Con 9, Int 12, Wis 14, Cha 11 Base Atk +10; Grp +10
Talents Skilled Advisor Atk Options Improved Disarm
Feats Force Sensitivity, Skill Focus (Gather Information", Treat Injury). Special Actions Adept Negotiator, Coordinated Attack", Lightsaber
Skil l Training (Knowledge [life sciences], Perception, Treat Injury). Defense, Melee Defense, Scholarly Knowledge, Skilled Advisor
Surgical Expertise, Weapon Proficiency (Iightsabers)
Force Powers Known (Use the Force +12): farseeing, Force thrust, rebuke
n Skills Gather Information +13", Knowledge (life sciences) +9, Force Techniques Force Point Recovery, Improved Sense Force
I Perception +10, Treat Injury +15, Use Computer +9, Use the Force +8 Abilities Str 10, Dex 10, Con 12, Int 16, Wis 14, Cha 14
)
"'0 Possessions datapad, med ical kit, 2 medpacs Talents Adept Negotiator, Deflect, Force Persuasion, Lightsaber Defense,
-i
H Bonus feat or trained skill for being Human. Scholarly Knowledge, Skilled Advisor
:!1u1 Feats Coordinated Attack ", Force Sensitivity, Force Training, Improved
X SPECIALIZED ..JEDI KNIGHTS Defenses, Improved Disarm, Linguist, Melee Defense, Skill Focus
Jedi who achieve knighthood and have a natural talent in certain areas might (Knowledge [galactic lore]), Skill Training (Knowledge [bureaucracy]),
choose to serve the Jedi Order in ways that allow them to use such talents Weapon Proficiency (Iightsabers, simple weapons)
to the best of their ability. Many areas are available from which one can Skills Initiative +10, Knowledge (bureaucracy) +13, Knowledge (galactic
choose, and the ones listed here are but a sample of the ways in which Jedi lore) +18, Knowledge (social science s) +13", Perception +12, Use the
Knights might serve the Jedi Order. Force +12 (can substitute for Persuasion checks)
Possessions lightsaber (self-built). Jedi robes, datapad
Jedi Archivist H Bonus feat or trained skill for being Human.
Jedi who prize knowledge over other things usually find that their under-
stand ing of the Force expands with the study and retention of other subjects. Jedi Healer
Even more so than other Jedi, Jedi archivists delve into many areas of study, Like many religions and Force-using trad itions in the galaxy, the Jedi Order
letting the Force guide them to their areas of specia lty. By receiving and values life and its preservation, and life in turn creates the Force. To that end,
archiving knowledge so others might learn , a Jedi archivist increases her the ability to channel the Force to heal is one of the most prized powers a
own awareness of the galaxy. Jedi can possess. Although many Jedi learn to treat wounds to some extent,
The number of Jedi archivists flourishes during times of relative peace in few Jedi devote their lives to the healing arts. Those that specialize in this
the galaxy. Th ough most archivists remain close to the temple archives on area find that their understanding of the Force increases when they heal the
Coruscant or Ossus, others travel to ga in more information about the galaxy, sick and tend to the wounded .
its inhabitants, and its cultures, cont inually in creasing their common pool of Jedi healers are experts in the field of medicine. They spend a majority of
knowledge. Archivists also work with ExplorCorps, search in g for lost civiliza- their time tending to patients and expanding their understanding of the Force
tions or exploring and studying newly discovered star systems. by studying its connection with all living things. Since anger and aggression
During the latter days of the Republic and into the Clone Wars, Jedi hamper their healing abilities, Jedi healers are less likely to be tempted by
archivists become fewer in number. Older Jedi believe that the younger the dark side of the Force. Many great instructors and philosophers of the
members of the Jedi Order do not have the patience to take on the role of Jedi Order throughout history were also healers. Any younglings that show
an archivist, choosing other roles deemed more important to the Jedi Order an interest or natural ability with hea ling are carefully tutored to take up the
at that time. mantle of a Jedi healer to keep their abilities from going to waste.
Despite their devotion to the preservation of life, Jedi healers are not Jedi Instructor
pacifists. Many of them are more than willing to use their lightsabers to Jed i instructors devote themselves to educating younger Jedi on the ways of
defend the sick and helpless. Jedi healers actively seek out battlefie lds, the Force and the goals of the Jedi Order. Through the instruction of others,
plague-ridden worlds, and highly dangerous locales to donate their time and Jedi instructors increase their own understanding of the Force.
abilities to help those in need.
Jedi instructors are most often found in the Jedi Temple on Coruscant,
During the Clone Wars, the Republic encourages Jedi healers to accom- teaching younglings. Others actively seek out potential Jedi recruits that
pany troops onto battlefields. Citizens unfortunate enough to be caught in the order might fail to notice in the Outer Rim Territories and other areas
the middle of battle often benefit from Jedi healers passing through. outside the Republic's jurisdiction. In some cases, Jedi instructors take young
students or even other Jedi Knights with them on extended tours of the
Jedi Healer CL9 galaxy, sometimes traveling aboard an ExplorCorps vessel.
Medium Human Jedi 7/Jedi Knight 2 Particularly effective Jedi instructors are often invited to join the Jedi
Destiny 1; Force 5 High Council.
Init +10; Senses Perception +12
Languages Basic, one additional language Jedi Instructor CL9
Medium Human Jedi 7/Jedi Knight 2
Defenses Ref 22 (flat-footed 21), Fort 21, Will 24; Block, Deflect, Dodge, Destiny 1; Force 5
Elusive Target Init +5; Senses Perception +10 n
hp 74; Threshold 21 Languages Basic, High Galactic, two additional languages
I
Speed 6 sq ua res Defenses Ref 22 (flat-footed 21), Fort 21, Will 22; Deflect
Melee lightsaber +11 (2d8+4) or )0
1)
Ranged by weapon +11 hp 74; Threshold 21
-l
Base Atk +9; Grp +10 Speed 6 squares III
Atk Options Improved Disarm" II
Special Actions Adept Negotiator Melee lightsaber +10 (2d8+4)
Ranged by weapon +10 x
Force Powers Known (Use the Force +16): farseeing , Force disarm, Base Atk +9 Grp +10
Atk Options Melee Defense
Force stun, malacia, negate energy, surge, vital transfer (2)
Force Techniques Improved Vital Transfer Special Actions Adept Negotiator, Direct, Lightsaber Defense,
Abilities Str 10, Dex 13, Con 10, Int 13, Wis 16, Cha 14 Skilled Advisor
Talents Adept Negotiator, Block, Deflect, Elusive Target, Force Treatment Force Powers Known (Use the Force +11): farseeing, mind trick,
Feats Dodge, Force Sensitivity, Force Training (2), Improved Disarm", move object, rebuke
Melee Defense, Skill Focus (Use the Force), Skill Training (Perception), Force Techniques Force Point Recovery
Weapon Finesse, Weapon Proficiency (Iightsabers, simp le weapons) Abilities Str 10, Dex 12, Con 11, Int 16, Wis 13, Cha 14
Skills Initiative +10, Knowledge (galactic lore) +10, Knowledge (life Talents Adept Negotiator, Deflect, Direct, Lightsaber Defense,
sciences) +10", Perception +12, Use the Force +16 Skilled Advisor
Possessions lightsaber (self-built), Jedi robes, utility belt with medpac
H Bonus feat or trained skill for being Human. Feats Force Sensitivity, Force Training (2), Melee Defense, Skill Focus
(Knowledge [life sciences, physical sciences, social sciences],
Use Computer"), Skil l Training (Perception), Weapon Proficiency
(iightsabers, simple weapons)
Skills Knowledge (galactic lore) +12, Knowledge (life sciences) +17,
Knowledge (physical sciences) +17, Knowledge (social sciences) +17,
Perception +10, Pilot +10", Use the Force +11
Possessions lightsabers (self-built), Jedi robes, data pad
H Bonus feat or trained skill for being Human.
THE ~EDI COUNCILS INFL.UENTIAL. FIGURES
Jedi selected to lead the Jedi Order are grouped into four counc ils: the
Council of First Knowledge, the Council of Reassignment, the Council of Incorporating familiar Star Wars characters into a campaign gives players
Reconciliation, and the High Council. Each council gathers in the Jedi Temple opportunities to interact with them, which in turn helps the player characters
on Coruscant. feel like they are a part of the greater Star Wars story and, by extension, part
of galactic history. Since these named characters are expected to perform
The Council of First Knowledge certain events in the universe's timeline, Gamemasters must use them judi-
ciously and control their level of interaction with the player characters.
Assembling in the northwest tower of the Jedi Temple on Coruscant, the
Council of First Knowledge advises Jedi on matters that require access to and Famous Jedi characters from the Star Wars saga should interact with the
use of ancient Jedi lore. The council also oversees the repository of holocrons player characters in one of two ways:
stored within their tower as we ll as certain sections of the Jedi Archives.
Behind the Scenes: The Jedi does not appear in person but affects events
The Council of First Knowledge has five members: one permanent member or communicates with the heroes through a third party. At some point the
known as the Caretaker of the Tower of First Knowledge, and four rotating player characters might learn of the Jedi's involvement in the story, but that's
members from the Jedi High Council. The council's permanent member at the extent of their brush with fame.
the time of the Clone Wars is Jedi Master Astaal Vilbum.
Brief Appearance: The heroes might encounter a famous Jedi at a criti-
The Council of Reassignment cal point in the adventure. The famous Jedi might help the heroes in some
fashion if the character is an ally, hinder them if an enemy, or merely pursue
Th e Council of Reassignment, stationed in the northeast tower of the Jedi his own agenda whether it plays a part in the story or not.
Temple on Coruscant, organizes work for the younglings and other Jedi
students not chosen to become Padawans. Members of the Council work ANAKIN SKYWALKER
with the Jedi Service Corps to ensure the fair distribution of members. In Believed by many to be the Chosen One and foretold by ancient prophecies
addition, the Council reassigns Jedi to other positions and responsibilities to bring balance to the Force, Anakin Skywalker is the exception to other
as warranted. Jedi in many ways. He spends most of his childhood away from the Jedi
The Council of Reassignment is made up of five Jedi Masters: two per-
manent members, and three rotating members (usually members of the High
Council) who serve five-year terms.
The Council of Reconciliation
The purpose of the Council of Reconciliation, which is housed in the south-
west tower of the Jedi Temple, is to seek out peaceful resolutions to various
conflicts-usually political disputes-throughout the Republic and to assign
Jedi on missions to implement those solutions.
The Council of Reconciliation has five rotating members who can be
chosen from among any interested Jedi Masters.
The High Council
The primary governing body of the Jedi Order, the High Council meets in the
southeast tower of the Jedi Temple on Coruscant and supervises all activi-
ties undertaken by the Jedi. In addition, the High Council also serves as an
advising body for the Supreme Chancellor of the Republic. The High Council
has twelve members: five permanent, four long-term, and three limited-term.
Most members are Jedi Masters, but a few Jedi Knights have been selected
to serve a limited term. The High Council selects all new members, with the
exception of Anak in Skywalker (appointed by the Supreme Chancellor near
the end of the Clone Wars).
ANAKIN SKYWALK8R
Temple on Tatooine with his mother. Highly stubborn and emotional, he OBI-WAN KENOBI
shows arrogance in his abilities as a pilot, with a lightsaber, and with the Obi-Wan Kenobi has a long and successful career that helps to shape the
Force. Unlike other Jedi who display overconfidence in their abilities, Anakin future of the galaxy. Hon orable and ga ll ant, he speaks and acts in a manner
is able to back up his boasts. that many consider the ideal of what a Jedi should strive to be. His reputation
is well earned as he deals with many trials on the road to becoming one of
When Obi-Wan Kenobi is tasked with leading Republic troops into battle the most highly regarded Jedi Masters.
during the Clone Wars, Anakin serves as his assistant, leading clone star-
fighter pilots against Separatist forces. His leadership and piloting ski ll s help With the outbreak of the Clone Wars, Obi-Wan becomes a general in com-
the clone pilots emerge victorious time and again, even though his reckless- mand of thousands of clone troopers. His stalwart presence and leadership
ness and overconfidence frustrates Obi-Wan. skills earn him the respect of his troops and fellow Jedi, as he proves to be
a highly capab le and trusted strateg ist and commander.
Anakin begins to feel the true burden of leadership when he is paired with
a strong-minded Padawan named Ahsoka Tano. Only then does he begin to Obi-Wan Kenobi CL 14
appreciate all that Obi-Wan has tried to teach him.
Medium Human Jedi 7/Jedi Kn ight 5/Jedi Master 2
Anakin Skywalker CL 14 Destiny 2; Force 7
Init +15; Senses Perception +9
Medium Human Jedi 7/Jedi Knight 5/ace pilot 2 Languages Basic, Shyri iwook
Destiny 2; Force 6, Strong in the Force; Dark Side 7
Init + 15; Senses Perception +9 Defenses Ref 30 (flat-footed 27). Fort 31, Will 29; Block, Deflect, Soresu n
Languages Basic, Binary, Huttese hp 129; Threshold 31
Immune fear effects I
Defenses Ref 31 (flat-footed 28). Fort 31, Will 28; Block, Deflect,
)
vehicle dodge +1 Speed 6 squares
Melee lightsaber + 19 (2d8+ 13) or 11
hp 141; Threshold 31 Melee lightsaber + 14/+14 (2d8+ 13) w ith Double Attack -I
Ranged by weapon + 17
Speed 6 squares Base Atk + 14; Grp + 17 (1l
Melee lightsaber + 18 (2d8+ 15) or Atk Options Double Attack, Severing Strike
Special Actions Adept Negotiator, Combat Reflexes, Redirect Shot, D
serenity X
Force Powers Known (Use the Force + 19): farseeing, Force slam (2). mind
Melee lightsaber + 16 with Rapid Strike (3d8+ 15)
trick, move object, rebuke, surge (2). vital transfer
Ranged by weapon + 16 Force Secrets Quicken Power
Force Techniques Force Point Recovery, Improved Move Light Object
Base Atk +13; Grp +16
Atk Options Rapid Strike
Special Actions Djem So, Redirect Shot, Vehicular Combat
Force Powers Known (Use the Force + 19): dark rage, farseeing, Force
disarm, Force grip, Force slam (2). move object, rebuke, surge
Force Techniques Force Point Recovery, Improved Move Light Object
Abilities Str 16, Dex 16, Con 17, Int 14, Wis 14, Cha 14 Abilities Str 15, Dex 16, Con 14, Int 13, Wis 14, Cha 15
Talents Armored Defense, Block, Deflect, Djem So, Force Pilot, Redirect Talents Adept Negotiator, Armored Defense, Block, Deflect, Redirect Shot,
Shot, Renowned Pilot, Weapon Specialization (Iightsabers) Severing Strike, Soresu, Weapon Specialization (Iightsabers)
Feats Armor Proficiency (light). Combat Reflexes, Double Attack
Feats Armor Proficiency (light). Force Sensitivity, Force Training (3).
(Iightsabers). Force Sensitivity, Force Training (3). Skill Focus (Use
Rapid Strike, Skill Focus (Use the Force). Strong in the Force, Vehicular the Force)' Weapon Finesse, Weapon Focus (Iightsabers). Weapon
Proficiency (Iightsabers, simple weapons)
Combat, Weapon Focus (Iightsabers). Weapon Proficiency (Iightsabers, Skills Acrobatics + 15, Initiat ive + 15, Pilot + 15, Use the Force + 19
simple weapons) Possessions lightsaber (self-built). comlink (encrypted). Jedi robes, utility
belt with medpac, electrobinoculars
Skills Acrobatics + 15, Initiative + 15, Mechanics + 14, Pilot + 15,
Use the Force + 19
Possessions lightsaber (self-built). com link (encrypted). cybernetic
prosthesis (1, right hand). Jedi robes, utility belt
MASTER VeDA
Yoda CL 20
Small Jedi 8/Jedi Knight 7/Jedi Master 5
Destiny 4; Force 8, Strong in the Force
Init +18 (Force Point: can reroll and keep better result); Senses Improved
Sense Surroundings, Use the Force +24
Languages Basic, Cerean, Shyriiwook (understand only)
Defenses Ref 37 (flat-footed 34). Fort 33, Will 38; Block, Deflect
hp 134; Threshold 33
Immune fear effects
Speed 4 squares
Melee lightsaber +25 (2d8+ 16) or
Melee lightsaber +24/+24 (2d8+ 16) with Double Attack or
Melee lightsaber +19/+19/+19 (2d8+ 16) with Triple Attack
Ranged by weapon +23
Base Atk +20; Grp +18
Atk Options Acrobatic Strike, Double Attack, Melee Defense, Triple
n Attack, Whirlwind Attack
I Special Actions Redirect Shot, serenity, Skilled Advisor
~
Force Powers Known (Use the Force +24): battle strike (2). farseeing,
.1;1 Force disarm, Force slam (3). Force thrust, mind trick (2). move object
11I
lJ (2). negate energy, rebuke (2). surge (2). vital transfer
X Force Secrets Devastating Power, Distant Power, Multitarget Power,
Quicken Power
Force Techniques Improved Sense Force, Force Point Recovery (2)
VODA Abilities Str 8, Dex 16, Con 11, Int 15, Wis 21, Cha 19
Talents Ataru, Block, Deflect, Force Perception, Foresight, Multiattack
Considered by many to be the wisest of all Jedi, Yoda is a senior member
of the High Council and highly respected by virtually the entire Jedi Order. Proficiency (lightsabers x2). Redirect Shot, Severing Strike, Skilled
Not much of his personal history is known, but the fact that he has trained Advisor, Visions
Jedi for eight hundred years is widely known even by the politicians of the Feats Acrobatic Strike, Double Attack (Iightsabers). Force Sensitivity,
Galactic Senate and many other high-ranking officials of the Republic. Most Force Training (3). Melee Defense, Skill Focus (Use the Force)' Strong
Jedi in this timeframe have received at least some training from Yoda, most in the Force, Triple Attack (Iightsabers). Weapon Finesse, Weapon
often as younglings. Focus (Iightsabers). Weapon Proficiency (Iightsabers, simple weapons).
Whirlwind Attack
Throughout the Clone Wars, Yoda leads troops on the front lines, mounted Skills Acrobatics +18, Initiative +18 (Force Point: can reroll and keep
on his kybuck (see sidebar) with lightsaber in hand. Throughout the war, better result). Knowledge (galactic lore) +17, Knowledge (tactics) + 17,
Master Yoda continues to show concern for the lives of his soldiers as well Stealth +15, Use the Force +24 (can substitute for Perception checks)
as the state of the Republic and the Jedi Order. Possessions lightsaber (self-built). gimer stick cane, Jedi robes
"IMPOSSIBLE TO
SEE, THE FUTURE
IS. BUT ... DO THEIR
DUTY, THE ~EDI
WILL. "
VODA
Mace Windu CL 19
KVBUCK Mediu m Human Jedi 8/Jedi Knight 6/Jedi Master 5
Desti ny 3; Force 8
Kybucks are swift herbivores from the Wookiee homeworld of Kashyyyk.
During the Clone Wars, Jedi Master Yoda receives one as a gift for heal- Init +16; Senses Improved Sense Surroundings, Use the Force +23
ing an ailing Wookiee princess. Yoda forms a bond of friends hip with the
riding beast. When General Grievous attacks Coruscant, Yoda rides his Languages Bas ic, Huttese, Mando'a, Ryl
kybuck into battle but keeps it away from danger.
Defenses Ref 35 (flat-footed 32), Fort 34, Will 36; Block, Deflect
Kybucks move at incredibly high speeds overland. Outside of combat,
they have a maximum velocity of 90 kilometers per hour. hp 167; Threshold 34
Immune fear effects
Speed 6 squares
Kybuck Melee lightsaber +24 (2d8 +17/19-20) or
Medium beast 2 CL 1 Melee lightsaber +28 (2d8+26/19-20) with Pow erfu l Charge or
Melee ligh tsaber +26 (3d8+26/19-20) with Powerful Charge and Rapid
Init +4; Senses Perception +2 Strike or
Defenses Ref 14 (flat-footed 11), Fort 9, Will 11 Melee lightsaber +22 (3d8+ 17/19-20) with Rapid Strike or
hp 7; Threshold 9
Melee lightsabe r +19/+19 (3d8+ 17/19-20) with Doub le Attack or
Speed 12 squares Melee lig htsabe r +17/+17 (3d8+17/19-20) with Double Attack and Rapid
Melee bite +2 (1d6+2) or
Melee kick +2 (1d4+2 plus special) Strike n
Ranged by weapon +2 1 I
Base Atk +1; Grp +4 Base Atk +19; Grp +21 )
Atk Opti ons kybuck kick
Atk Options Cleave, Double Attack, Great Cleave, Power Attack, Powerful 11
-i
Abilities Str 12, Dex 16, Con 8, Int 2, Wis 13, Cha 12 Charge, Rapid Strike, Severing Strike 11l
Feats Skill Focus (Jump) II
Special Actions Improved Shatterpoint, Juyo, Redirect Shot, Serenity,
X
Skills Jump +12 shatterpoint
Force Powers Known (U se the Force +23): battle strike (2), farseeing,
Kybuck Kick-As a standard action, a kybuck can move its speed. At
any point during its move, it can make a kick attack against a target Force grip, Force slam, mind trick, move object, surge, shatterpoint,
and exit that target's threatened space without provoking an attack technometry
of opportunity from the target.
Force Secrets Devastating Power, Multitarget Power, Quicken Power,
Shaped Power
Force Techniques Force Point Recovery, Improved Sense Surround ings,
Improved Shatterpoint
MACE WINDU Abilities Str 14, De x 14, Con 15, Int 16, Wis 18, Cha 18
Believed by many Jedi to be on par with Master Yoda in his skills with the
lightsaber, Mace is a diplomat at heart, preferring to negotiate toward Talents Block, Deflect, Force Perception, Greater Weapon Focu s
peaceful resolution rather than re so rt to combat.
(Iigh tsabers ), Greater Weapon Specialization (Iightsabers), Juyo,
As the Clone Wars dawn on Geonosis, Mace Windu easily slips into the
role of a military lea der, lead ing the clone troopers against the droid forces Redirect Shot, Severing Strike, Vaapad, Weapon Specialization
of Count Dooku and the Separatists. His role as a sen ior member of the Jed i
High Council and his natural talent as a negotiator help him muster the (Iightsabers)
troops and spearhead his part in the Republi ~'s overall battle plan to bring
down the Separatists. Feats Cleave, Double Attack (lightsabers), Force Sensitivity, Force Training
Throug hout his time as a general, Master Windu proves himself to be an (2), Great Cleave, Martial Arts I, Power Attack, Po we rfu l Charge, Rap id
aggressive leader and a formi dable war rior, lead ing his troops from the front
and unafraid to engage the enemy personally. Strike, Skill Focus (Use the Force)' Weapon Focus (Iightsabers), Weapon
Proficiency (Iightsabers, simple weapons)
Skills Acrobatics +16, Initiative +16, Knowledge (galactic lore) +17,
Knowledge (tactics ) +17, Perception +18, Use the Force +23 (can
substitute for Perception checks )
Possessions lightsaber (self-built), comlink (en crypted ), Jedi robes,
utility belt
Speed 6 squares
Melee lightsaber +8 (2d8+ 1)
AHSOKA TANG Base Atk +4; Grp +7
Atk Options Weapon Finesse
Special Actions Lightsaber Defense, spatia l awareness
Force Powers Known (Use the Force +9): Force slam, move object,
rebuke, surge
Abilities Str 8, Dex 16, Con 9, Int 10, Wis 12, Cha 14
Special Qualities pack hunter, sneaky, spatial awareness
Talents Deflect, Li ghtsaber Defense
Feats Force Sensitivity, Force Training (2), Weapon Finesse, Weapon Focu s
(Iightsabers), Weapon Proficiency (iightsabers, simple weapons)
Skills Acrobatics +10, Stea lth +5 (can rerall, must take second result),
Use the Force +9
Possessions lightsaber
Pack Hunter-Ahsoka Tano deals an extra 2 points of damage aga in st an
(1 opponent she flanks .
I Spatial Awareness-Ah soka Tano ignores all cover and concealment when
>
making Perception checks to notice targets within 10 squares.
lJ
-i
1Il
D KIT FISTO
X Growing up in the Jedi Temple as a young Nautolan, Kit Fisto focuses his
tra ini ng to take advantage of his aquatic abilities. Throughout his life, he
strives to maintain a low profile as he struggles with a lack of self-confidence.
He steps out of his self-imposed so litude when he accepts the Mon Calamari
Padawan Bant Eerin as his first apprentice after the death of her master,
AHSOKA TANO Tahl . Even when instructing his Padawan, he lacks confidence in himself
Ahsoka Tano is the young, eager Padawan of Jedi Knight Anakin Skywalker. as an instructor. Only after he effectively leads units of clones into battle
Despite her young age, the precocious Togruta is placed under Anakin Sky- against the droid forces of the Separatists does he find faith in his abilities
walker to help him learn not only how to train a Pada wan but also how to and accept a seat on the High Council .
let one go once her training is complete.
Kit Fisto accepts command of a unit of clone subtraopers and leads the
campaign on Mon Calamari against the Separatist-supporting Quarren
Ahsoka Tano is a fan of unorthodox strategies and, like Anakin as a Isolationist League. He successfully leads his forces and his Mon Calamari
Padawan, sometimes lets her eagerness get in the way of good sense and allies to victory over the Quarren, securing the planet for the Republic. Later
forethought. Moreover, she seems to have littl e respect for the sanctity of the campaigns on Devaron and Ord Cestus add more triumphant returns for the
bond between a Jedi Knight and his Padawan, as she constantly makes quips Nautolan Jedi.
at Anakin's expense. Ahsoka studies the Sh ien form of lightsaber combat.
choosing to hold her lightsaber in a horizontal grip to take advantage of her Kit Fisto CL 13
speed and agility.
Medium Nautolan Jedi 7/Jedi Knight 5/Jedi Master 1
Desti ny 2; Force 6
Ahsoka lanD CL 4 Init +13; Senses low-light vision, Use the Force +17
Medium Togruta (young adult) Jedi 4 Languages Anselmian, Basic, Nautila
Destiny 1; Force 3
Defenses Ref 28 (flat-footed 26), Fort 28, Will 28; Block, Deflect,
Init +5; Senses Perception +3 Shii-Cho
Languages Basic, Togruti
hp 122; DR 2; Threshold 28
Defenses Ref 18 (flat-footed 15, Lightsaber Defense 19), Fort 15, Will 16 Immune fear effects
hp 47; Threshold 15
Speed 6 squares, swim 4 squares Talents Block, Deflect, Equilibrium, Force Perception, Force Treatment n
Melee lightsaber +18 (2d8+ 10) or Feats Acrobatic Strike, Force Sensitivity, Force Training (2), Improved
Melee lightsaber +13/+13 (2d8+10) with Double Attack I
Ranged by weapon +15 Defenses, Skill Focus (Use the Force)' Weapon Focu s (Iightsabers),
Base Atk +13; Grp +15 Weapon Proficiency (Iightsabers, simple weapons) )
Atk Options Cleave, Power Attack Skills Acrobat ics +9, Knowledge (life sciences) +10, Perception +17,
Special Actions Force Focus, Lightsaber Defense, Redirect Shot, serenity Treat Injury +17, Use the Force +17 11
Force Powers Known (Use the Force +17): battle strike (2), Farce slam, Possessions lightsaber (self-built), comlink -i
Force thrust, mind trick, move object, rebuke (2), surge KI-ADI-MuNDI (IJ
Force Techniques Force Point Recovery, Improved Sense Force Discovered at the age of four by the Dark Woman, Ki-Adi-Mundi travels to
Coruscant and join the Jedi Order. Decades later, he returns to Cerea and II
Abilities Str 14, Dex 14, Con 15, Int 12, Wis 14, Cha 12 becomes his homeworld's watchman, driving out the raiders that haunted
Special Qualities breathe underwater his people for many years and helping the planet join the Republic. Even X
Talents Block, Deflect, Force Focu s, Force Perception, Greater Weapon during his time as Cerea's protector, Ki-Adi learns about the Force quickly,
exemplifying the role of Jedi Knight to his people and impressing the rest of
Focu s (Iightsabers), Lightsaber Defense, Redirect Shot, Shii-Cho the Jedi Order. Eventual ly, he is invited to join the Jedi High Council, becoming
Feats Cleave, Double Attack (Iightsabers), Force Sensitivity, Force one of a few Jedi to gain a permanent seat on the Council before reaching
the level of Jedi Master.
Training (3), Power Attack, Skill Focus (Use the Force), Weapon Focu s
(Iightsabers), Weapon Proficiency (Iightsabers, simple weapons) When the Clone Wars begin on Geonosis, Ki-Adi fights alongside the
Skills Endurance +13, Initiative +13, Perception +8 (can reroll when other Jedi, although he and fel low Jedi Master Plo Koon are captured whi le
sensing deception or influence; underwater, keep better result), Swim attempting to disable the droid control ship. After the battle, he serves with
+8 (can reroll, can take 10 when distracted), Use the Force +17 (can the Grand Army of the Republ ic as a general, becoming one of the first to
substitute for Perception checks) fight against General Grievous and survive (thanks to the timely arrival of a
Possessions lightsaber (self-built), Jedi robes squad of ARC troopers). After his recovery, Ki-Adi-Mundi accepts command
of the 21st Nova Corps.
NAHDAR VESS
Nahdar Vebb is a young Jedi who studies under Kit Fisto as a Padawan. Though KI-ADI-MuNDI
skilled in the art of lightsaber combat, Nahdar Vebb's talents also extend to
healing. Vebb is a master of using the Force to help a body repair itself more
quickly and efficiently, and during his service in the Clone Wars, Vebb uses
his talents to keep clone troops fighting despite their grievous wounds.
Nahdar Vebb CL 8
Med ium Mon Calamari Jedi 7/Force adept 1
Force 4
Init +4; Senses low-light vision , Use the Force +17; Block, Deflect
Languages Basic, Mon Calamarian
Defenses Ref 21 (flat-footed 21), Fort 20, Will 26
hp 73; Threshold 20
Speed 6 squares, swim 4 squares
Melee lightsaber +11 (2d8+6)
Base Atk +7; Grp +9
Atk Options Acrobatic Strike
Special Actions Equilibrium
Force Powers Known (Use the Force +17): battle strike, Force slam,
move object, negate energy, rebuke, surge, vital transfer (2)
Abilities Str 14, Dex 11, Con 10, Int 13, Wis 16, Cha 16
Special Qualities breathe underwater, expert swimmer, low-light vision
Ki-Adi-Mundi CL 13 K'KRUHK
Medium Cerean Jedi 7/Jedi Knight 5/Jedi Master 1 Selected to be the Padaw an of Lilit Twoseas, the Whiphid named K'Kruhk
fights alongside her as well as Micah Giiett, Qu i-Gon Jinn, and Plo Koon
Destiny 2; Force 6 during the Yinchorri Uprising . Witnessing his master's death as she saves him
from a Yinchorri warr ior, K'Kruhk flies into a rage and slaughters countless
Init +17 ; Senses Perception +8 Yinchorri until he recovers her bod y. Although he completes his training under
another master, Twoseas's death continues to haunt his memories.
Languages Ba sic, Cerean, Ryl
K'Kruhk matures in to a capable Jedi Knight and joins the ta sk force sent
Defenses Ref 28 (flat-footed 27), Fort 29, Wil l 29; Block, Deflect
hp 122; Threshold 29
Immune fear effects
Speed 6 squares to Geonosis to rescue Obi-Wan Kenobi, Anakin Skywalker, and Senator Padme
Melee lightsaber +17 (2d8+ 10) or Amidala. Entru sted with the rank of general and command of the 416th Star
Melee lightsaber +15 (3d8+ 10) with Rapid Strike Corps, K'Kruhk leads his troops into battle on the planet Teyr. Despite his best
Ranged by weapon +14 efforts, his unit su ffers heavy casualties and he disappears without a trace,
Base Atk +13; Grp +14 distraught over the high death toll that occurred under his command . He
Atk Options Improved Disarm, Melee Defense, Rapid Strike later rejoins the war effort with th e help of Master Mace Windu, joining a
Special Actions Combat Reflexes, Equilibrium, Lightsab er Defense, Jedi strike force on the planet Hypori, where he is terribl y injured and left for
Redirect Shot dead by General Grievous. Surviving even that, he escapes back to Coruscant
n Force Powers Known (Use the Force +14): battle strike, Force slam, and is reassigned to the protectio n of Senator Viento.
I mind trick, move object, rebuke, surge
~
1) Force Techniques Force Point Recovery, Improved Sense Force
-l Abilities Str 12, Dex 13, Con 14, Int 14, Wis 14, Cha 16
(I)
D Talents Block, Clear Mind, Deflect, Equilibrium, Greater Weapon Fo cus
X (Iightsabers), Lightsaber Defense, Redirect Shot, Weapon Specialization
(Iightsabers)
Feats Combat Reflexes, Force Sensitivity, Force Training (2), Improved
Defenses, Improved Disarm, Melee Defense, Rapid Strike, Skill
Focus (Initiative), Weapon Focus (Iightsabers), Weapon Proficiency
(Iightsabers, sim ple weapons)
Skills Initiative +17 (can reroll), Knowledge (galactic lore) +13, Pilot +12,
Use the Force +14 (can rero ll when opposing Force detection)
Possessions lightsaber (self-built), Jedi robes
"A PERSON AL.WAYS
TAKES HIS HOME
WITH HIM, WHEREVER
HE OES. WORL.DS
ARE SO VAST-YET
THEY FIT EASIL.Y
TO ONE'S HEART."
K ADI MUNDI
K'Kruhk CL 13 Plo Koon survives the Battle of Geonosis, although he and fellow Jedi
Master Ki-Adi-Mundi are captured while trying to disable the droid control
Medium Whi phid Jedi 7/Jedi Knight 5/Jedi Master 1 ship and escorted to the arena to be executed with the rest. After helping lead
the Repub lic to victory that day, Plo Koon is given the rank of general, direct-
Destiny 3; Force 7 ing his troops through the Battle of BrentaallV and the Battle of Rendili .
Init +8; Senses scent, Perceptio n +8
Languages Basic, Whiph id
Defenses Ref 28 (flat-foo ted 26 ), Fort 27 (32 against cold), Will 28;
Block , Deflect Pia Koon CL 15
hp 122, Extra Second Wind; Th reshol d 32 Medium Kel Dor Jedi 7/Jedi Knight 5/Jedi Master 3
Immune fear ef fects Desti ny 3; Force 7
Speed 6 squares Init Use the Force +19; Senses low-light vision, Use the Force +19
Melee claw +16 (l d8+9) or Languages Basic, Huttese, Kel Dor, Shyri iwook (understand only)
Melee li ghtsaber +18 (2d8+ 14) or Defenses Ref 32 (flat-footed 28), Fort 29, Will 30; Block, Deflect
Melee lightsaber +13/+13 (2d8+ 14) with Double Attack or
hp 122; Threshold 29
Ranged by we apon +15 Immune fear effects
Base Atk +13 ; Grp +1 4 Speed 6 squares
Atk Options Do ub le Attack Melee lightsaber +20 (2d8+ 11) or
Melee lightsaber +15/+ 15 (2d8+ 11) with Double Attack or
Special Actions Adept Negoti ator, Equilibrium , Force Fortification, Melee unarmed +18 (ld6+8) o
Ranged by weapon +18
Li ghtsaber Defense, serenity I
Force Powers Known (U se t he Force +18): battle strike, Force slam, ,)
move object, rebuke, sever Force, surge Base Atk +15; Grp +18 1)
Atk Options Double Attack
Force Techniques Force Point Recovery, Improved Force Trance Special Act ions Combat Reflexes, Force Intuition, Redirect Shot, III
11
Abilities St r 17, Dex 15, Can 13, Int 12, Wis 15, Cha 14 Resilience, Shien, Telekinetic Savant
Force Powers Known (Use the Force +19): battle strike, farseeing, Force X
Talents Adept Neg otiato r, Block, Clear Mind, Deflect, Equilibrium, Force disarm (2), Force thrust, malacia, mind trick, rebuke, surge
Fo rti f ication , Ligh tsa ber Defense, Weapon Specialization (Iightsabers)
Feats Dou ble Attack (Iightsabers), Extra Second Wind, Force Sensitivity,
Force Trai ning (2), Imp roved Damage Threshold, Skill Focus (Use the Force Secrets Multitarget Power, Quicken Power
Force Techniques Force Point Recovery, Force Power Mastery
Fo rce), Tou ghn ess, Weapon Focus (Iightsabers), Wea pon Proficiency
(Force thrust)
(Ii gh t sa bers, simple weapons )
Skills Endurance +12, Knowle dge (galactic lore) +12, Use the Force +18 Abilities Str 13, Dex 16, Con 13, Int 15, Wis 14, Cha 14
Talents Block, Deflect, Force Intuition, Force Perception, Redirect
(ca n re roll when opposin g Fo rce detection )
Shot, Resilience, Shien, Telekinetic Savant, Weapon Specialization
Possessions lig htsaber (se lf-b uilt), Jedi robes, conical straw hat (Iightsabers)
PL.O KOON Feats Combat Reflexes, Doub le Attack (Iightsabers), Force Sensitivity,
Plo Koon is descen ded f rom a long lin e of Kel Dor Jed i that includes his Force Training (3), Martial Arts I, Skill Focus (Use the Force)' Weapon
uncl e an d niece. He stud ies un der t he Wook iee Jed i Master Tyvokka, but his
sarcastic wit an d tendency to make quick decisions without considering the Finesse, Weapon Focus (Iightsabers), Weapon Proficiency (Iightsabers,
conseq uences of his act ion s push Tyvokka's patience to its limits many times. simple weapons)
Plo Koon eventua lly t rains seve ral Pa dawans during his career with the Jedi,
incl ud ing Bu ltar Swan and the female Trandoshan Lissarkh. Skills Knowledge (physical sciences) +14, Mechanics +14, Pilot +14, Use
the Force +19 (can reroll when searching feelings or sensing Force, can
Fol lowing t he Stark Hypers pa ce Wars, Plo Koon receives his promotion
to Jed i Master and is offere d a permanent seat on the Jedi High Council in substitute for Perception checks)
hono r of his dying master's wish. Al th ough he feels that many others are Possessions lightsaber (self-bui lt), Jedi robes, antiox breath mask and
more deserving, he nevertheless accepts the honor.
goggles
AN'YA KURO (THE DARK Skills Initiative +15, Knowledge (galactic lore) +14, Knowledge
WOMAN) (tactics) +14, Use the Force +20 (can reroll when opposing Force
The Dark Woman, originally named An'ya Kuro, has an unremarkabl e child- detection, can substitute for Perception checks)
hood in the Jedi Temple, but she gains notice soon after ach ieving the rank
Possessions lightsaber (self-built), black Jedi robes
of Jedi Knight. She travels the galaxy searching for Force-sensitive children
to bring into the Jedi Order, among them Ki-Adi-Mundi. AAYLA SECURA
Kuro uses training methods considered by the High Council to be too Discovered by Jedi Master Tholme and his apprentice Quinlan Vos, Aay la
harsh, despite the fact that her methods quite effective for most of her Secura is rescued from certain death at the hands of a Hutt's wampa guard
students. Ho wever, a few of her pupils-among them Aurra Sing-fail under on Ryloth. Quinlan, sensing her sensitivity to the Force, convinces his master
the pressure and leave the Jedi Order. to take her back to Coruscant for testing. Accepted into the Jedi Order, Aayla
After a short exile and return to the Jedi Order, Kuro accompanies the Jedi grows to become highly skilled with a lightsaber, mastering the Ataru style
task force to Geonosis and helps in the starfig hter battle. Later, she chooses many years earlier than expected. After overcoming amazing challenges-
to assist the war effort as a spy instead of as a military leader. including a period of memory loss, rescuing Vos on Ord Mantell, and freeing
Tholme from the clutches of the Morgukai-Aayla's deeds convince the High
An'ya Kuro (The Dark Woman) CL 16 Council to promote her to Jedi Knight.
Medium Human Jedi 7/Jedi Kn ight 6/Jedi Master 3 After participating in the Battle of Geonosis, Aayla becomes a genera l in
n Destiny 3; Force 7; Dark Side 2 the Grand Army of the Republic, tak ing command of the 327th Star Corps.
I Init +15; Senses Improved Sense Force, Use the Force +20 She fights alongside her troops in various battles during the Clone Wars,
> including the Battle of Kamino, the Siege of Saleucami, and the Battle of
Languages Basic, Huttese
1)
-1 Defenses Ref 32 (flat-footed 29), Fort 30, Will 31; Block, Deflect, Dodge, Hypori, where she faces off against General Grievous and almost dies at the
[!)
II Mobi li ty cyborg's hands.
X hp 134; Threshold 30
Immune fear effects
Speed 6 squares
Melee lightsaber +20 (2d8+ 10) or
Melee lightsaber +17/+17 (2d8+ 10) with Double Attack or
Melee unarmed +18 (ld6+9) or
Ranged by weapon +18
Base Atk +16; Grp +18
Atk Options Double Attack
Special Actions Gauge Force Potential, Lightsaber Defense +2 , serenity,
Skilled Advisor
Force Powers Known (Use the Force +20): cloak, Force slam, move
object, phose, rebuke, technometry
Force Secrets Distant Power, Quicken Power
Force Techniques Force Point Recovery, Improved Phase, Improved
Sense Force
Abilities Str 13, Dex 14, Con 12, Int 13, Wis 14, Cha 15
Talents Block, Clear Mind, Deflect, Force Perception, Gauge Force
Potential, Lightsaber Defen se (2). Multiattack Proficiency (Iightsabers).
Sk illed Adv isor
Feats Dodge, Double Attack (Iightsabers), Force Sensitivity, Force Training
(2), Martial Arts I, Mobility, Power Attack, Skil l Focus (Use the Force)'
Weapon Finesse, Weapon Focus (Iightsabers). Weapon Proficiency
(lightsabers, simple weapons)
AAYLA SECURA
Aayla Secura CL 11 SAESEE TIIN
Saesee Tiin grows up in the Jedi Temple before Master Omo Bouri chooses
Medium Twi'lek Jedi S/Jedi Knight 3 him as a Padawan. Bouri strives to instill a strong sense of conviction in his
pupil, succeeding to the point that many Jedi see Tiin's skill and dedication
Force 6; Da rk Side 2 to the Jedi Order as fanatical, his conviction growing even more after Bouri's
Init +13; Senses Improved Sense Surroundings, low-light vision, death. In addition to his stark devotion to the Jedi Order, Master Tiin is stern
and introspective, mostly keeping to himself.
Perception +12
Languages Basic, Huttese, Nautolan, Ry l Saesee Tiin proves himself during the Clone Wars as a formidable oppo-
nent and a highly competent pilot. His zealous demeanor easily shines through
Defenses Ref 26 (flat-footed 23), Fort 26, Will 25; Deflect, Dodge, in the heat of battle, leading his troops into seemingly insurmountable odds
but coming out virtually unscathed.
Mobility
hp 96; Threshold 26
Speed 6 squares
Melee lightsaber +16 (2dS+ 11) or
Melee lightsaber +11/+11 (2dS+11) with Double Attack or
Melee lightsaber +6/+6 (2dS+S) with Double Attack and
lightsaber +6 (2dS+S) or
Ranged by weapon +14
Base Atk +11; Grp +14
Atk Options Acrobatic Strike, Ataru, Double Attack, Dual Weapon o
Mastery I I
Special Actions Acrobatic Recovery, Force Haze, Redirect Shot
Force Powers Known (Use the Force +13): Force thrust, mind trick, surge >
Force Techniques Force Point Recovery, Improved Sense Surroundings
11
Abilities Str 10, Dex 16, Con 12, Int 14, Wis 14, Cha 17 -!
t1l
II
X
Talents Acrobatic Recovery, Ataru, Clear Mind, Deflect, Force Haze,
Redirect Shot
Feats Acrobatic Strike, Dodge, Double Attack, Dual Weapon Mastery I,
Force Sensitivity, Force Training, Mobility, Weapon Finesse, Weapon
Focus (Iightsabers), Weapon Proficiency (Iightsabers, simple weapons)
Skills Acrobatics +13, Deception +S (can reroll), Initiative +13, Perception
+12, Use the Force +13 (can reroll when opposing Force detection)
Possessions 2 lightsabers (self-built), Twi'lek-style Jedi uniform
All CAN FLY
ANYTHINO,,"
-SASSES TIIN
SAESEE TIIN
Saesee Tiin CL 16 QUINLAN Ves
Medium Iktotchi Jedi 8/Jedi Knight 5/Jedi Master 3
Quinlan Vos's early life is fraught in turmoi l. As the son of the leaders of his
Destiny 2; Force 6 homeworld of Kiffar, his destiny is set in stone by his people, who expect him
to grow and become a Guardian like his parents. Hi s la tent abil ities with the
Init +15; Senses Use the Force +15 Force and his discovery by Jedi Master Tholme change everything: After his
parents are killed, Quinlan is taken to Coruscant to complete his Jedi training
Languages Basic, Bi na ry, Iktotchese against the wishes of the Kiffar people.
Defenses Ref 32 (fla t-footed 30). Fort 33, Will 30; Block, Deflect, limited After growing and passing the trials to become a Jedi Knight, Quinlan
accepts a mission that takes him to Nar Shaddaa. At the hands of his cousin,
precognition, +1 natura l armor
hp 144; Threshold 33
Immune fear effects
Speed 6 squares he loses his memories, including the knowledge of his position with the Jedi
Melee lightsaber +19 (2d8+ 10) or and his abilities with the Force. He spends the next several years fight ing
Melee lightsaber +17 (3d8+ 10) with Rapid Strike or against the temptations of the dark side.
Ranged by weapon +18 When the Separatists rise up against the Republic, Quinlan Vos works
Base Atk +16; Grp +18 undercover establishing a spy network to obtain information from the Con-
Atk Options Cleave, Power Attack, Severing Strike federacy. He works his way into Count Dooku 's inn er circle, by which time
Speci al Actions Force Intuition, Li ghtsaber Defe nse +2 , Redirect Shot, many believe Vos to have changed his al legiance to the Separatists after
o serenity, Vehicu lar Combat finally succumbing to the dark side.
I Force Powers Known (Use the Force +15) : battle strike, farseeing,
) Quinlan Vos
Medium Kiffar (Near- Human) Jedi 7/Jedi Knight 5 CL 12
1) Force thrust, move object, rebuke, surge Destiny 2; Force 6; Dark Side 7
-i Force Secrets Devastating Power, Mu ltitarget Power
III
II Force Techniques Force Point Recovery, Improved Telepathy
X Abilities Str 13, Dex 15, Con 14, Int 12, Wis 13, Cha 15 Init +13; Senses Use the Force +18
Talents Armored Defense, Block, Deflect, Force Intuition, Force Languages Basic, Ryl
Perception, Li ghtsaber Defense (2). Redirect Shot, Severing Strike Defenses Ref 25 (flat-footed 24). Fort 26, Will 26; Block, Defl ect
Feats Armor Proficiency (light). Cleave, Force Sensitivity, Force Training hp 114; Threshold 26
(3). Power Attack, Rapid Strike, Skill Focus (Pilot). Vehicular Combat, Speed 6 squares ; Running Attack
Weapon Focus (Iightsabers). Weapon Proficiency (lightsabers, Melee lightsaber +16 (2d8+10/x3) or
simple weapo ns) Melee li ghtsaber +14/+ 14 (3d8+ 1O/x3) wit h Rapid Strike or
Skills Mechanics +14, Pilot +20 (can rero ll)' Use the Force +15 (can Ranged by weapon +13
substitute for Initiative and Perception checks) Base Atk +12; Grp +14
Possessions lightsaber (self-built). comlink (encrypted). Jedi robes, Special Actions Combat Reflexes, Lightsaber Defense, Redirect Shot
electrob inoculars, utility be lt Force Powers Known (Use the Force +18): battle strike, dark rage,
farseeing, Force lightning, Force slam, mind trick, move object, rebuke
Force Techniques Force Point Recovery, Improved Sense Force
"WE MUST MOVE Abilities Str 14, Dex 13, Can 14, Int 12, Wis 15, Cha 14
Talents Block, Dark Side Sense, Deflect, Force Perception, Li ghtsaber
QUICKLV IF THE
Defense, Psychometry, Weapon Special iza ti on (Iightsabers)
~BDI ORDER IS TO Feats Combat Reflexes, Force Sensitivity, Force Trai nin g (3). Rapid Strike,
SURVIVE .. " Running Attack, Skill Focus (Use the Force ). Triple Crit (Iightsabers),
Weapon Focus (Iightsabers). Weapon Proficiency (Iigh tsabers, simple
MACE W.NDU weapons)
Skills Acrobatics +13, Initiative +13, Know ledge (galactic lore) +12, Use
the Force +18
Posse ssions lightsaber (self-built). Jedi robes
~EDI VEHICI...ES AND AETHERSPRITE INTERCEPTOR
STARSHIPS (H I OH-MANEUVER VARIANT)
Havi ng a fast ship is good, but speed does not help when an enemy fighter
Many Jedi use some form of vehicle or starship to move with their troops maneuvers directly behind you and open s fire. Input from a number of Jedi
and engage the enemy during the Clone Wars. As the war progresses, new pilots, including Plo Koon and Anakin Skywalker, leads to the development of
technologies and new information from the field allow new and improved this high-maneuver variant of the Aethersprite interceptor. Tests performed
vehicles to be constructed and passed along to the front lines for use and in close d runs and on the front lines prove the sh ip's ability to frustrate
further testing. pursu ing droid starfighters.
AETHERSPRITE INTERCEPTOR Delta-7 Aethersprite Interceptor CL 10
(HIOH-SPEED VARIANT)
Although the Delta-7 starfighter is one of the fastest sh ips to be used by (High-Maneuver Variant)
the Republic during the Clone Wars, certain missions undertaken by the
Jedi require an even faster model to help avoid any possible entanglements Huge starfighter
with Separati st forces.
Init +16; Senses Perception +8
Defenses Ref 21 (flat-footed 11), Fort 22 ; +3 armor, Vehicular Combat
hp 65; DR 10; SR 15; Threshold 32
Delta-7 Aethersprite Interceptor CL 10 Speed fly 16 squares (max. velocity 1,1 50 km/h), fly 5 squares n
(sta rship sca le)
(High-Speed Variant) I
Ranged laser cannons +9 (see below)
~
Huge starfighter Fighting Space 3x3 or 1 square (sta rshi p scale); Cover total (crew),
+5 (astromech droid) 11
Init +13; Senses Perception +8 -t
Defenses Ref 18 (flat-footed 11), Fort 22; +3 armor, Veh icular Combat Base Atk +5; Grp +27 (I)
Atk Options autofire (laser cannons )
hp 65; DR 10; SR 15; Threshold 32 D
X
Speed fly 18 squares (max. velocity 1,260 km/h)' fly 6 squa res Abilities Str 34, Dex 30, Con -, Int 14
Skills Initiative +16, Mechanics +8 (+13 *), Perception +8, Pilot +16,
(starship scale)
Use Computer +8 (+ 13*)
Ranged laser cannons +9 (see below)
Fighting Space 3x3 or 1 square (starship scale); Cover total (cre w), Crew 1 plus astromech droid (expert); Passengers none
+5 (astromech droid)
Cargo none; Consumables none (1 week with booster ring);
Base Atk +5; Grp +27 Carried Craft none
Atk Options autofire (laser cannons)
Hyperdrive x 1 (with booster ring), lO-jump memory (astromech droid)
Abilities Str 34, Dex 24, Con -, Int 14 Availability Mi litary (Jedi only); Cost 210,000 (160,000 used)
Skills Initiative +13, Mechanics +8 (+ 13*), Perception +8, Pilot +13 (+20 * If the ship has an astromech droid, use these skill modifiers instead.
when increa sing vehicle speed), Use Computer +8 (+ 13*)
Crew 1 plus astromech droid (expert); Passengers none Laser Cannons (pilot)
Atk +9 (+4 autofire)' Dmg 6d10x2
Cargo none; Consumables none (1 week with booster ring);
Carried Craft none
Hyperdrive x1 (with booster ring), 10-jump memory (astromech droid)
Availability Military (Jedi only); Cost 385,000 (290,000 used )
• If the ship has an astromech droid, use these skill modifiers instead.
Laser Cannons (pilot)
Atk +9 (+4 autofire), Dmg 6dlOx2
AZURE ANOEL DAVSTAR CRAFT DC005Z
"INTEROALACTIC" SPEEDER
Not satisfied with the base model iss ued by the Jedi Order, Anakin Skywalker
puts his technical skills to use in modifying his Oelta-7 starfighter to perform Among the different vehicles available to the Jedi on Coruscant is the sma ll
more to his liking. Although the High Council exp resses their disdain for Oaystar Craft OC0052 "Intergalactic" speede r. The Jedi Order maintains a
Skywalker claiming ownership of a f ighter, Saesee Tiin's endorsement of the small fleet of sixteen of these speeders to permit travel around the planet
young Jedi's activities convinces the Council to let him continue. without having to rely on public transportation or checking out a starfighter
for such a short trip.
Skywalker's efforts result in the construction of the Azure Angel, a highly
modified Aethersprite interceptor. Highl y detailed reports of his accomplish- Oaystar Craft's main selling points for the little speeder are its streamlined
ments are delivered to Kuat Systems Engineering. Thi s information helps in body and twin thrust pod system that propels the craft up to 800 kilometers
the development of later variants and models of sta rfighters for the Jedi per hour. Coupled w ith the veh icle's range of 2,000 kilometers and ceiling
and the Republic. height of 170 kilometers, the OC0052 allows its occupant to reach virtually
anywhere he wants to go on the planet.
The ship has been modified so much that it is hardly recognizable as an
Aethersprite any more. Changing the shape of the body to accommodate The speede r's resemblance to various starships in production around the
many of the new systems, the ship appears to be more of a heavily armored galaxy helped it earn the nickname "Intergalactic," despite the fact that it
vers ion of the Jedi starfighter instead of an interceptor. cannot achieve suborbital altitudes. Although Oaystar officials never adopt
the nickname, the moniker sticks nonetheless.
o Azure Angel CL 12 A feature added specifically to the Jedi variant of the speeder is what
I (Modified Delta-7 Aethersprite Interceptor) Daystar calls a "drop-deployment" panel, which allows the pil ot to drop
~
Huge starfighter out of the speeder at a second's notice without bringing it to a halt. Once
1J
-l
l'J In it +19; Senses Perception +12 activated, the speeder is set to autopilot, while the hatch drops open and
11 Defenses Ref 20 (flat-footed 11), Fort 22; +3 armor, Vehicular Combat lets the occupant fallout of the vehicle.
X hp 71; DR 10; SR 15; Threshold 32 OC0052 "Intergalactic" Speeder CL 1
Speed fly 18 squares (max. veloci t y 1,260 km/h), fly 6 squares Large airspeeder
(starship scale) Init + 11; Senses Perception +5
Ranged laser cannons + 14 (see below) or
Ranged proton torpedoes + 14 (see be low) Defenses Ref 17 (flat-footed 10), Fort 13; + 1 armor
Fighting Space 3x3 or 1 square (starship scale); Cover total (crew). hp 30; DR 5; Threshold 18
+5 (a st romech droid) Speed fly 12 squares (max. ve locity 800 km/h)
Base Atk +10; Grp +32 Fighting Space 1xl; Cover total (pilot)
Atk Options autofire (laser cannons), Base Atk +0; Grp +8
Abilities Str 34, Dex 28, Con -, Int 14 Atk Options if any
Skills Initiati ve + 19, Mechanics + 12 (+ 13*), Perception + 12, Pilot + 19, Abilities Str 16, Dex 24, Con -, Int 14
Use Computer + 12 (+ 13*) Skills Initi ative + 11, Mechanics +5, Perception +5, Pilot + 11
Crew 1 plus astromech droid (ac e); Passengers none Crew 1 (normal) Passengers 0
Cargo none; Consumables 1 week; Carried Craft none Cargo 3 kg; Consumables none; Carried Craft none
Payload 16 proton torpedoes Availability Licensed; Cost 10,000 (2,000 used)
Hyperdrive xl, lO-jump memory (astromech droid)
Availability none; Cost Not available for sa le
* If the ship has an astromech droid, use these skill modifiers instead.
Laser Cannons (pilot)
Atk + 14 (+9 autofire), Dmg 7dl0x2
Proton Torpedoes (pilot)
Atk +14, Dmg 9dl0x2
ETA-Z ACT IS INTERCEPTOR ETA-Z ACTIS INTERCEPTOR
(HIOH-MAN EUVER VARIANT) (HEAVY-DEFENSE VARIANT)
Learning their lesson with the Delta-7 Aethersprite Interceptor, Kuat Systems Demanded by a number of Jedi Knights, a version of the Eta-2 geared for
Eng ineering began experimenting with variant models of the Eta-2 Actis heavy combat was created. After a number of revisions by Jedi Council
In terceptor well before receiving any feedback from Jedi pilots using the base member Saesee Tiin to remove unnecessary offensive systems, Kuat Systems
model on the f ront lines. Seein g the success of the high-maneuver variant of Engineering devised a variant that focused on higher defense rather than a
the Delta-7, a high-maneuver variant was created for the Eta - 2 and ushered space superiority starfighter. Initial reactions to the fina l decision were not
to the Jedi within months of the release of the baseline fighter. positive, but those opinions changed after the ship was tested during the
Battle of Coruscant.
Eta-2 Actis Interceptor CL 11
(High-Maneuver Variant) Eta-2 Actis Interceptor CL 11
Huge starfighter
Init +21; Senses Perception + 12 (Heavy-Defenses Variant)
Defenses Ref 22 (flat-footed 11). Fort 22; +3 armor, Vehicular Combat Huge starfighter
Init + 18; Senses Perception + 12
hp 70; DR 10; Threshold 32 Defenses Ref 20 (flat- footed 12). Fort 22; +4 armor, Vehicular Combat
Speed fly 16 sq uare s (max. velocity 1,SOO km/h)' fly 6 squares hp 77; DR 10; SR lS; Threshold 32
(starship sca le)
Speed fly 16 squares (max. ve locity 1,SOO km/h)' fly 6 squa res o
Ranged la ser cannons + 14 (see below) or (starship scale)
Ranged ion cannons + 14 (see below) I
Fighting Space 3x3 or 1 square (starship scale); Cover total (pilot). Ranged laser cannons + 14 (see below) or
Ranged ion cannons + 14 (see below) )
+S (astromech droid) Fighting Space 3x3 or 1 square (starship scale); Cover total (pilot). 11
+S (astromech droid) -1
Base Atk +10; Grp + 32 til
Atk Options autofire (laser cannons, ion cannons) Base Atk + 10; Grp +32 lJ
X
Abilities Str 34, De x 32, Con -, Int 14 Atk Options autofire (laser cannons, ion cannons)
Skills Initia tive +21, Mechanics + 12 (+ 13*). Perception + 12, Pilot +21,
Ab ilities Str 34, Dex 26, Con - , Int 14
Use Computer + 12 (+ 13*)
Skills Initiative + 18, Mechanics + 12 (+ 13*). Perception + 12, Pilot + 18,
Crew 1 plus as tromech droid (ace); Passengers none Use Computer + 12 (+13*)
Cargo 60 kg; Consumab les 2 days (1 week with booster ring); Crew 1 plus astromech droid (ace); Passengers none
Carried Craft none Cargo 60 kg; Consumables 2 days (1 week with booster ring);
Hyperdrive xl (with booster ring). lO-jump memory (astromech droid) Carried Craft none
Availabi lity Military Cost 320,000 (240,000 used)
* If the ship has an astromech droid, use these skill modifiers instead. Hyperdrive xl (with booster ring). 10-jump memory (astromech droid)
Availability Military Cost 310,000 (230,000 used)
* If the ship has an astromech droid, use these skill modifiers instead.
Laser Cannons (pilot) Laser Cannons (pilot)
Atk +14 (+9 autofire)' Dmg 4dl0x2 Atk + 14 (+9 autofire). Dmg 4dl0x2
Ion Cannons (pi lot) Ion Cannons (pilot)
Atk + 14 (+9 autofire)' Dmg 4dl0x2 ion Atk +14 (+9 autofire)' Dmg 4dl0x2 ion
However, Supreme Chancellor Palpatine demurs, fearing that forming an Hierarchy
army will send the wrong message to the Separatists and dash any hopes of In theory, the Senate is led by the Supreme Chancellor, elected by a vote of
ending the hostilities with a mutually agreeable compromise. Repea tedly, he the Senate from among its delegates. In practice, the Supreme Chance llor
arranges to forestall votes on the matter, striving to buy time for one more has little formal authority in the Senate itself other than the prerogative
negotiation, one last chance to make amends. Despite the respect of key to call for a special session, but the Office of the Supreme Chancellor (see
figures in both the Galactic Republic and the Confederacy of Independent below) acts as the executive of the Galactic Republic, managing the day- to-
Systems, it becomes clearer every day that neither side feels that the other day operation of the ministries that make up the Republic's bureaucracy. The
is willing to arrange any kind of settlement. Supreme Chancellor can be removed from office by a vote of no confidence
Then, the news breaks that the Separatists are constructing a massive in the Senate.
droid army on Geonosis, bringing the Republic Senate to the inescapable The Speaker of the Senate, also known as the Vice Chair, wields far more
conclusion that war is inevitable. Reluctan tly, Supreme Chancellor Palpatine power within the Senate itself, being empowered to begin and end each
accepts the Senate's vote to cede him emergency powers, which Pal patine session as well as to open, close, and moderate debate on each motion.
uses to mobilize an army of clones that have been created for the Republic Thu s, the Speaker effectively controls the agenda of the Senate, but as with
on Kamino. The collision of these two great armies signals the beginning of the Supreme Chancellor, the Speaker is elected-and can be removed-by
the Clone Wars. the Senate.
Each member state-whether it consists of one world, a corporation or
"WE CAN'T LET An guild, or even an entire secto r-i s allowed a senatorial delegation that is
appointed, elected, or otherwise chosen by the member to represent them
I
~ THOUSAND YEARS
on Coruscant. Each delegation includes one Senator and, usually, one or
II
O F D E M O C R A C V-I more associate representatives, and all of a delegation's members serve
[IJ
D on the var ious committees and subcommittees that oversee the Republic's
X D I S A P P E A R WITHOUT bureaucracy.
A FIGHT." Senators: Senators are voting members of the delegation, entitled to a
single vote on any motion in the Senate. Furthermore, a Senator can introduce
SENATOR BAIL new legislation, or call for revisions or amendments to existing legislation.
OROANA In theory, every new issue can be put to an immediate vote, but in practice,
it has become common for Senators to exercise their right to ca ll for the
legislation to be referred to a committee to study it, evaluate its impact,
ORGANIZATION and propose amendments.
Associate Representatives: In addition to Senators, each member's
The Galactic Republic is a democratic polity consisting of over one million
member worlds, working together for mutual protection and economic ben- delegation is entitled to have associate representatives for different con-
efit. The Republic's government centers around the Galactic Senate, and its stituencies. Although they, like Senators, serve on committees and can be
members elect a Supreme Chancellor to act as the leader of the legislative elected as Supreme Chancellor, they do not normally vote on motions in the
body. Through most of the Republic's history, the Office of the Supreme Senate. Ho wever, in the event of an absence, a Senator can designate one of
Chancellor is invested with some of the Senate's executive authority, although the delegate's associate representatives to be "acting Senator," as Senator
these powers increase substantially under Palpatine's administration. A Amidala did when she empowered Associate Planetary Representative Binks
separate judiciary is headed by the Supreme Court. to cast her vote on the Military Creation Act.
THE OALACTIC SENATE Senate Committees
The core of the Republic government is the Galactic Senate. The primary
duties of the Senate are to mediate any disputes between member systems, There are many standing committees and subcommittees in the Senate,
worlds, and cultures; to regulate trade between systems, including non- each of which is respon sible for a specialized field of government (such as
Republic systems; to protect and care for citizens in need; and to provide appropriations, allocations, finance, intelligence, or technology). In effect,
mutual defense in the face of threats to the Republic. each committee acts almost like a miniature legislature, handling all propos-
als, motions, and amendments in their areas of expertise and providing the
final vers ion of bills for a Senate vote.
Each committee's membership and chair are technically elected by the This state of affairs is responsible for reducing the once-honorable Galactic n
Senate as a whole, but long before this motion ever reaches the f loor, al l Senate to a col lection of greedy, manipulative bureaucrats who are interested
decisions have already been negotiated by Senate leaders based on seniority, only in stuffing their pockets for as long as they can. Particularly despicable I
expertise, relevance to a particular constituency, and simple favorit ism . Open Senators have even been known to employ delaying tactics in the assembly to
committee memberships and chairs are often used as a unit of barter, trading give them time to auction their vote to the highest bidder between sessions. ~
votes and support in return for being placed in a highly valued position. The fact th at so many Senators can be so easily manipu lated by outside forces 1l
is considered a major cause of the Separatist movement.
Most proposals fall under the jurisdiction of a standing (permanent) -i
committee, which can then assign it to an appropriate subcommittee. Some SENATE PLATFORMS fIl
issues of particularly broad or unusual scope might prompt the creation of a In the Senate rotunda, Senators sit aboard floating platforms, which D
special committee. Once assigned to a committee, the chair places it on the provide public-address systems for speaking to the assembly, as well as
agenda, though many proposals are quietly kil led at this point as they are trans lation devices that enable them to understand what other delegates )(
pushed to the back of a long list of more pressing (and politically expedient) are saying. The platforms connect to chambers assigned to specific
matters. As such, committees in general, and committee chai rs in particular, delegations, wh ich are adapted by t he delegations to their physical and
act as gatekeepers that determine what-if anything - will be considered by cultural needs.
the Senate on a given topic, and this fragmentation of authority can cause
action on a proposal to be drawn out over weeks, months, or years even if THE SUPREME COURT
the Senate as a whole would have voted to approve the proposal the moment Headquartered in the Galactic Courts of the Justice Building on Coruscant,
it was introduced. the Supreme Court is the highest cou rt of the Republic. It is t he final court
of appeal for decisions reached in lower courts, providing the ultimate
SENATE FACTIONS interpretation of the law and the co nstitut ion.
In the decades leading up to the Clone Wars, the Republic Senate is
dominated by t wo groups: the Core fact ion and the Rim faction . Although The Supreme Court has jurisdiction over certain high-profile legal cases,
these factions have no formal identity or membership, they effectively such as those between member states; between a member state and the
act as political parties that vie for majority cont rol of the Senate. In Republic; between a member state and a citizen of another member state;
practice, negotiations between the most senior and influ ential members between a non-Republic litigant and a Republic citizen or member state ; and
of each f action determine matters such as the allocation of committee cases involving interstellar travel or commerce. However, the Su preme Court
chairs and memberships. does not hear a case unless it involves some issue of constitutionality, such
as whether a planetary law violates Republic law. Even then, the Court only
Special Interests and Senate Corruption chooses to hear a small fraction of those cases that are appealed to it.
Wh ile many Senate member sta tes are corporations and other traditionally The Supreme Cou rt cons ists of a dozen justices, including a Chief Justice
nonpolitical entities, some organizations are too small or too weak to be nominated by the Supreme Chancellor and approved by a vote of the other
granted a Senatorial delegation. Instead, they send representatives to the justices. The indi vidua l justices are, in turn, nominated by the Sup reme
Senate to attempt to influence the legislators. Officially, these special- Chancellor and approved by the Senate. During the Separatist Crisis and
interest coa litions are on Coruscant to present their viewpoints to the the Clone Wars, Pal patine eve ntua lly replaces all but f ive of the justices,
senators, and to provide Senate committees with facts and insights into including the Chief Justice.
various issues.
THE SUPREME CHANCELLOR
Unofficially, these representatives use any means at their disposal to The Supreme Chancellor exists t o officiate over the sessions of the Senate,
serve t heir orga nization's needs-from distorting the facts to outright bribery. and to facilitate the legislative process. It is largely a ceremonial position , but
Some even draft legislation favorable to their interests, then pay Senators to the Supreme Chancellor does have the power to call an extraordinary session
introduce the legislation to the Senate. Most anticipate which committees which every available Senator is required to attend. The Chancellor also has a
and subco mmittees wi ll be assigned a particula r item, and they focus th eir "special prerogative" to bypass some aspects of the Senate's usual formal pro-
efforts on persuading the appropri ate committee chairs and members before cedures in order to ensure a swift reso lution to a legislative decision, although
the legislation is ever introduced to the Senate for a vote. this can only be done with the support of the Speaker of the Senate.
Formally addressed as "Your Excellency," the Supreme Chan cellor is Despite being sound ly defeated at Geonosis, the Separatists are able to
something of a figurehead. The Supreme Chancel lor is the head of sta te evacuate most of their droid army an d equ ipment. With Separatist forces
and the Republic's chief diplomat, but he cannot draft laws and holds no con tinuing to strike at Republic targets (including the cloning facilities on
vote in the Senate. However, t he Office of the Supreme Cha nce llor acts as Kamino), the Suprem e Chancellor ord ers ad ditiona l clone troops to help
the executive body of the Repub lic, manag ing the day-to-day operation of guard vital Republi c facilities and drafts the Jedi Order into leading the
the different ministri es in th e bureaucracy. Even so, the bureaucracy is also clones in battle.
subject to oversight by the app ropriate committee in the Senate.
Another emergency power exercised by the Supreme Chancellor is the
Election and Remova l temporary suspension of the election process, enabl ing Palpatine to remain
in office for the duration of the crisis. Although an extraordinary measure,
The Supreme Chancell or is elected from among the nominated Senatorial even in times of war, the Senate votes in favor of retaining his leadership
delegates, serving a four-year term of office and eligible for reelection to a for as long as necessary to resolve the crisis, enabling Palpatine to stay in
se cond four-year term. The Supreme Chancellor is considered the leader of office well beyond his two legal terms.
the Repub lic, expected to fu lfi ll the Senate's mandate and enact the wil l of
the Republic's populace. When fai li ng to do so, the Chancellor can be removed OFFICE OF
from office th rough a "vote of no confidence." THE SUPREME CHANCELLOR
The Supreme Chancell or has a staff of advisors and ministers collectively
Any delegate to the Senate can ca ll for such a vote, and until the issue referred to as the Office of the Sup reme Chancellor, effectively act ing as the
is reso lved, no oth er issue can be brought before the Senate. The Supreme executive arm of the Senate. The Chancellor's Office has only that author-
Chancellor does not participate in this vote, and, while he is allowed to sit ity ceded to its constituent min istries and departments, but the emergency
through the vote, it is customary for him to retire to his office until the powers vested in Palpatine greatly enhance its purview.
vote is resolved.
Speaker of the Senate: In addition to maintaining order in the Senate,
If the vote goes against him, the Supreme Chancellor is relieved of duty the Speaker also fu lfil ls the role of Vice Chair. The Speaker stands in for the
whi le the Senate nominates and elects a replacement, during which time Supreme Chancellor in the Senate when the Supreme Chancellor is unavail-
his authority t emporarily falls to the Speaker of the Senate. The Supreme able. The relationship between a Chancellor and Speaker can vary consider-
Chance llor has th is period to surrender all confidential documents rel ating ably, ranging from cool opposition to close collaboration.
to the administration of the Republic and vacate his office.
Aide to the Chancellor: Acting as the Chancellor's chief deputy, the
Emergency Powers Aide is the head of the Office of the Supreme Chancellor. The Aide helps to
organ ize the Supreme Chancellor's schedule, acting as secreta ry during the
During t imes of cri sis, t he Senate ca n ce de t he Su preme Chancellor emer- Chancellor's meetings, and sta nding in for the Chancellor during nonessential
gency powers, by majority vote, in order to deal with the situation . Such meetings and public ad dresses. Although the Aide usually resigns his post
measures are deemed necessa ry when the Senate body itself recogn izes that when the Supreme Chancellor leaves office, it is not an elected position, and
they cannot act effectively or expeditiou sly enough to resolve the matter any Aide can retain his position for as long as he wishes to do so, provided
through the usual voting procedure. When the Senate does result to such the Supreme Chancellor is satisfied with his performance.
extraord inary measures, however, the precise nature of th e Supreme Chan-
cellor's emergency powers - and the circum sta nces under which the Sen ate M inisters: The Senate-appointed heads of major ministries, bureaus,
can withdraw those powers - are defined scrupulously. and departments-such as the Judicial Department or the Senate Bureau of
Intelligence-are also a part of the Chancellor's Office. They provide advice
The Separatist cr isis makes the position of Supreme Chancellor more and expertise to the Chancellor and execute his orders, although they are still
powerful t han it had been in over a thousand years. Concerned by the ne ws of subject to the authority of the Senate's appropriate oversight committees.
the Confederacy's military buildup on Geonosis, and already deadlocked over
t he issue of whet her or not to respond in ki nd, the Senate votes to cede the During the Clone Wars, several new agencies join the Office of the
Supreme Chance llor limited emergency powers in order to combat the threat Supreme Chancellor, including the Republic High Command (described
of an invasion by t he Confederacy. Ideal ly, Palpatine wou ld use his office's below).
new powers to form a standing army to combat the droid army, restore peace
and order to the Repub lic-perhaps even reunite the Confedera cy and the Advisors: The Supreme Chancellor has the freedom to retain advisors who
Republic - and then return those powers to the Senate. In practice, however, provide advice and opinions without senatorial oversight. Advisors are often
the situation proves more fluid. Senators, representatives, legal counsel, experts in relevant fields of study
(such as economics), or even individual members of the Jedi Order, though
they rarely ha ve any official authority as a resu lt of the position.
Senate Advisory Council to coordinate the Judicial Department with the war effort. The Jedi are n
moved out of their tra ditional peacekeeper role, instead becoming officers
In addition to his staff, the Supreme Chancellor has access to the Senate in the Grand Army of the Republi c and the Republic Na vy. As the Supreme I
Advisory Council (also known as the Senatorial Council), which consists Chancellor is the Commander-in-Chief, he is now in a position to command
of Senators appointed by the Supreme Chancellor to keep him updated on the Jedi directly. ~
political matters beyond what occurs in the Senate cha mbers. Although the
Council has no official power outside its advisory role, it s members tend to While the Jedi sti ll have the right to refuse the Supreme Chancellor's 11
be among the most influential delegates in the Senate. orders, they must provide considerably more justification than "the will of
the Force," because they can be charged with insubordination, if not treason. ~
The advisors are generally drawn from various committees and subcom- This state of affairs has occasionally forced the Jedi to comply with instruc- (1J
mittees, reporting on proceedings within those groups (such as how their tions against their better judg ment-but they cannot openly question the
findings and decisions might affect legislation, schedu les, and budgets). To Supreme Chancellor's intentions without damaging the public's faith in the D
a lesser extent, the council also advises the Supreme Chancellor on matters Jedi Order's leadership of the war effort.
of concern to the Senate as a whole, giving him insights into the moods and X
attitudes of the representatives. In their new role as officers, the Jedi are assig ned a rank that integrates
them into the military's chain of command. Padawans are given the rank
THE REPUBLIC of commander, while Jedi Knights and Jedi Masters are all, at minimum,
HIGH COMMAND generals.
Shortly after the Clone Wars begin, the Republic High Command is created THE REPUBLIC ARMV
to coordinate the war effort. Several existing agencies and departments are The Republic's army is divided into two Orders of Battle-the Grand Army,
moved under its jurisd iction and integrated (to a greater or lesser degree) and the more highly trained Special Operations Brigade-both of which are
with the Grand Army of the Republic and the Republic Navy. ultimately under the command of Chancellor Palpatine. Though the clone
troopers that comprise both orders are created fro m the same genetic stock,
WAR COUNCIL ADVISORV PANEL they are trained differently for different purposes : the Special Operations
While the Senate Advisory Council updates the Supreme Chancellor on matters Brigade for infiltration, sabotage, and the occasional assassination, and the
in the Senate, the War Council Advisory Panel works with the Chancellor to Grand Army to fight on the front lines and to occupy captured areas.
oversee matters relating to the war effort-from the creatio n and disposition
of clone troopers to the funding and disbursement of the war budget. The The Grand Army of the Republic
members of this council-again, drawn from the ranks of the Senate-act as
an oversight committee to ensure that the troops have the materiel they need The Republic Army is largely comprised of clone troopers created from the
to wage the war successfully, without bankrupting the Galactic Republic in genetic template of Jango Fett.
the process.
The command structure of the Grand Army breaks down into ten levels,
Despite their oversight role, the War Council eventua lly implement some from squads of clone troopers all the way up to the Supreme Chancellor. The
of the most controversial measures of the Clone Wars, such as the creation of precise number of troopers varies for different units, and the following order
the HomeWorld Security Command, which blurs the lin es between civilian law of battle shows only the structure of infantry units (not including clones in
enforcement and military command. Many senators and Jedi are alarmed and support and command roles, usually at the company leve l and above).
frustrated by these developments, though few openly oppose them.
Squad (9 troopers): The smallest group in the Grand Army is the squad ,
~EDI COMMANDERS including a clone sergea nt leading the uni t.
Though technically a part'of the Judicial Department, the Jedi Order enjoys
a substantial degree of autonomy. As a result, the Supreme Chancellor has Platoon (36 troopers): A platoon consists of 4 sq uads, led by a clone
never been specifically empowered to give orders to the Jedi, although lieutenant and clone sergeant.
they would freely offer advice and render aid in all but the most unusual
circumstances . Company (144 troopers plus support personnel): A company consists
of 4 platoons, led by a clone captain.
When Pal patine is granted emergency powers to deal with the Separat-
ist threat and create a central military, one of the results is the creation Battalion (576 troopers plus support personnel): A battalion consists
of the Republic High Command and the reorganization of the bureaucracy of 4 companies , led by a clone commander.
Regiment (2,304 troopers plus support personnel) : A regiment consists
of 4 battalions, led by a clone commander (sometimes known as a clone
regimental commander) and a Jedi commander (usually the Padawan of a
Jedi general in a parent unit).
Brigade (9,216 troopers plus support personnel): A brigade consists Army Command Structure
of 4 regiments, led by a clone commander (sometimes known as a se nior The Grand Army's ground forces are structured to include six primary ranks:
clone commander) and a Jedi general (a Jedi Knight who has not yet fin- trooper, sergeant, lieutenant, captain, major, and commander. Clone com-
ished training a Padawan). A brigade is sometim es referred to as a "legion," manders are further differentiated depending on their responsibility, and
depending on the specific unit. they report to Jedi generals.
Corps (36,864 troopers plus support personnel): A corps consists of 4 A separate command structure exists for the Special Operations Brigade
brigades, led by a clone commander (sometimes known as a clone marshal (see above). Other clone specialists-such as technical support specialists,
commander) and a Jedi general . cryptographers, logistics specialists, so on-are also outside the ORBAT
Sector Army (147,456 troopers plus support personnel): A sector army shown for the Grand Army of the Republic. Additionally, other clone troopers
consists of 4 corps, commanded by a senior Jedi general (usually a Jedi Master are not technically a part of the Grand Army of the Republic, such as the
who has trained one or more Padawans through the Jedi trials) . clone shocktroopers who operate in a law enforcement role as a part of the
Systems Army (294,912 troopers plus support personnel): A systems HomeWorld Security Command.
army consists of 2 sector armies, commanded by a high Jedi general (a
member of the Jedi High Council). THE REPUBLIC NAVY
Grand Army (3,000,000+ troopers plus support personnel): The Grand Clones fill shipboard roles as marines, starfighter pilots, and gunners. Many
Army con sists of all 10 systems armies, led by the Commander-in-Chief of the Republic Navy's nonclone captains come from either the navies of
o (Supreme Chancellor Palpatine) . various Sector Forces or the rank s of the Judicial Fleet.
I
) Special Operations Brigade The Republic Starfighter Corps
1)
-I With better training and specialized equipment, the Special Operations Bri- The Republic's starfighter corps is divided into multiple groups, each rep-
(1J
gade carries out missions with objectives that cannot be achieved through resenting the starfighters assigned to a particular unit, whether that is a
D
X sheer numbers alone. Specia l Operations includes the ARC troopers, the Venator-class Star Destroyer or a planetary starfighter base. The specific
Republic commandos, and the clone assassin corps. starfighters in use vary widely.
The command structure of the Special Operations Brigade breaks down The command structure of the Republic starfighter corps breaks down
into five levels, from four-clone squads up to Jedi General Arligan ley, who into five levels, from sections of starfighters all the way up to a senior Jedi
answers directly to the Supreme Chancellor. general. From there, the starfighter corps is fully integrated with the Orders
Squad (4 troopers): A squad consists of 4 clone troopers (usually Repub- of Battle of either the Grand Army of the Republic or the Republic Navy.
lic commandos). While these clone troopers include a sergeant who acts as Section (2-4 starfighters): The smallest group of starfighters is the
the designated mission commander, they are tra ined to work together as a section , commanded by a lieutenant.
team and rank is not an issue (except where the Jedi are concerned). Flight (4-8 starfighters, plus support crew): A flight consists of 2
Troop (20 troopers): A troop consists of 5 squads - again, acting as a sections, led by a captain .
coordinated team, taking orders only from Jedi. Squadron (12-32 starfighters, plus support crew): A squadron consists
Company (100 troopers plus support personnel): A company consists of 3-4 flights, led by a major or a Jedi commander (Padawan).
of 5 troops , led by a clone commander. Wing (36-320 starfighters, plus support crew): A wing consists of
Group (500 troopers plus support personnel): A group consists of 5 3-10 squadrons, led by a clone commander or a Jedi general (Jedi Knight).
companies. (The most famous is commanded by Jedi General Bardan Jusik, Group (72-640 starfighters, plus support crew): A group cons ists of2
the former Padawan of General ley. Jusik eventually resigns his military wing s, led by a clone commander and a senior Jedi general (Jedi Master).
commission and leaves the Jedi Order.) The Republic Navy
Special Operations Brigade (5,000 troopers plus support person-
nel): The SO Brigade consists of 10 groups, commanded by Jedi General The Republic Navy is divided into multiple fleets, each representing the
Arligan ley. entirety of the naval forces in any given sec tor. There are several hundred
Republic fleets, each configured for whatever purpose is most necessary in
a given sector. The command structure of the Republic Navy breaks down
into seve n levels, from sections of vessels all the way up to the Supreme
Chancellor.
Element (1 vessel): A single starship in the Republic Navy is technically PERSONNEL o
called an element, commanded by the ship's captain or, rarely, a Jedi com-
mander (a Padawan). In addition to the numerous Jedi, public officials, and other leaders who I
guide the Republic through the strife of the Clone Wars, the Grand Army
Section (3-12 vessels): A section consists of a small number of starships, of the Republic consists of over three million troops created from the basic ~
the exact number determined by their role. Heavier cruisers and battleships genetic template provided by the Mandalorian bounty hunter Jango Fett.
usually operate in groups of 3-4, but lighter craft such as corvettes or patrol Created by the cloners of Kamino, the clone troopers are artificially matured 11
ships might be deployed in groups of 6-12. A section is often called a line to reach peak efficiency in only ten years (from cloning creche to military -i
when it includes heavier capital ships ("ships of the line"), and a section that deployment), flash-trained via computer programs, combat-trained by
includes only very light vessels might be called a flotilla. The most senior experienced contractors, mercenaries, professional soldiers, and sometimes (1J
ship's captain in the section acts as its commander unless a Jedi commander even Jango Fett himself, and equipped with the finest weapons and armor
is present. the Republic can afford. 11
Squadron (12-36 vessels, plus support units): A squadron consists of Although they are mostly physically identical, clones actually have dif- X
from 3-4 sections that complement one another, such as a line of capital ferent and distinct personalities, which usually emerge during training and
ships supported by a section of escort frigates and a flotilla of corvettes are more or less fully developed by the time a clone survives his first combat
that act as a defensive screen. It is commanded by a commodore or Jedl engagement. They are also differentiated by their purpose: commandos for
general (a Jedi Knight) . high-risk missions, marines for operation in a variety of environments and
terrains, and basic clone troopers for general-purpose infantry.
Battle Group (48-72 vessels, plus support units): A battle group
consists of 2-4 squadrons, and it is considered to have sufficient strength Below are several different types of clone troopers-a list by no means
to establish superiority in all but the best-fortified enemy strongholds. It is exclusive, but suitable, with slight adjustments, for nearly any encounter the
commanded by an admiral or Jedi general. Gamemaster might design.
Fleet (100-300 vessels, plus support units): A fleet consists of 3-6 OAR RANK COLORS
battle groups, led by a fleet admiral or senior Jedi general (a Jedi Master). At first, the Grand Army of the Republic (GAR) uses a simple color-coding
Fleets vary considerably in composition, and they are likely to be reorganized system to distinguish ranks on what would otherwise be identical soldiers
into ad hoc task forces as deemed necessary for a given sector. wearing identical armor. The colors are usually integrated into the hel-.
mets, arms, and shoulder pads of the individual clone troopers.
Armada (1,000-5,000 vessels, plus support units): An armada is
an organizational unit that it not meant to engage in battle but rather to Commander: Yellow
represent the total forces assigned to a major theater of battle, such as the Captain: Red
Open Circle Armada under General Kenobi during the Outer Rim Sieges. An Lieutenant: Blue
armada typically includes 10-50 fleets, collectively commanded by a high Sergeant: Green
Jedi general (a Jedi Master serving on the High Council). Trooper: White
Later in the Clone Wars, these colorations no longer denote rank but
Navy: The Galactic Republic Navy consists of all the armadas (and their instead reflect a trooper's membership in a particular unit (most often
hundreds of fleets) serving the Republic, collectively led by the Commander- a legion).
in-Chief (Supreme Chancellor Pal patine).
ARC TROOPER
Navy Command Structure Advanced Recon Commandos-known to most as "ARC troopers"-are elite
clone troops personally trained by Jango Fett to be every bit as efficient and
The structure of the Navy's space forces is similar to that of the ground ruthless as himself. Unlike the standard infantry clone trooper or even clone
forces-gunnery crew, gunnery officers, communication and tactical officers, commandos (described below)' ARC troopers are genetically engineered and
star cruiser pilots, navigational officers, bridge officers, ship captains, and specially trained to be as self-sufficient as possible without being entirely
admirals. The command structure includes several specialist positions that independent.
fall into the main hierarchy, but do not themselves have command : medical
officers, who report to bridge officers; deck officers, who also report to
bridge officers; and fighter pilots, who report to ship captains or admirals.
Most officers in the Republic Navy are nonclones, particularly in the higher
echelons.
ARC troopers see their first combat when the Separatist droid army CLONE ASSASSIN
assaults Kamino and Prime Minister Lama Su releases the troopers from their Created by a special order from Supreme Chancellor Palpatine to safeguard
cryogenic storage to help drive off the invaders. They are famously employed against the unlikely possibility that the Jedi Order might attempt a military
at the Battle of Muunilinst, where they help Jedi General Obi-Wan Kenobi coup against the Republic Senate, clone assassins are specially trained in
subdue the Separatist commander, the bounty hunter Durge, and again at martial arts techniques involving bladed weapons. Moving with blinding
the Battle of Hypori, rescuing stranded Jedi from General Grievous. speed, a squad of clone assassins is a match for anyone Jedi Knight, though
ARC Trooper CL 8 they fare somewhat less well against a Jedi Master.
When the Jedi do rebel against Palpatine, the Supreme Chancellor assigns
Medium Human non heroic 6/soldier 3/elite trooper 3 a unit of clone assassins to guard the Communication Center in the Jedi
Destiny 1; Force 4; Dark Side 2 Temple and to arrest any Jedi who attempt to coordinate attacks against the
Init + 12; Senses low-light vision; Perception + 13 Republic from there. These unfortunate troopers are wiped out when Yoda
Languages Basic, Mando'a and Obi-Wan Kenobi infiltrate the temple at the end of the Clone Wars.
Defenses Ref 23 (flat-footed 21). Fort 22, Will 16; +3 armor
hp 51; DR 1; Threshold 22 Clone Assassin CL 8
Medium Human non heroic 6/soldier 3/elite trooper 3
Speed 6 squares, Running Attack Destiny 1; Force 4; Dark Side 8
Init + 13; Senses low-light vision; Perception +8
Melee unarmed + 12 (ld4+5) or Languages Basic
n Ranged heavy blaster pistol +6 (3d8+3) and Defenses Ref 22 (flat-footed 18). Fort 23, Will 16; +6 armor
I heavy blaster pistol +6 (3d8+3) or hp 63; DR 1; Threshold 23
~
Ranged heavy blaster pistol +4 (5d8+3) with Burst Fire and Speed 6 squares
1l Melee unarmed + 11 (ld8+5) or
-I
heavy blaster pistol +4 (5d8+3) with Burst Fire or
(IJ
D Ranged heavy blaster pistol +4 (3d8+3, 2x2 area) with autofire and
X heavy blaster pistol +4 (3d8+3, 2x2 area) with autofire or
Ranged frag grenade + 11 (4d6+3, 2-square burst) or Melee vibroblade + 14 (2d6+7, devastating 10) or
Ranged ion grenade + 11 (4d6+3 ion, 2-square burst) or Melee vibroblade + 12 (3d6+7, devastating 10) with Rapid Strike or
Ranged blaster rifle + 11 (3d8+3) or Melee vibroblade + 12 (2d6+7, devastating 10) and
Ranged blaster rifle +9 (5d8+3) with Burst Fire or vibroblade + 12 (2d6+7, devastating 10) or
Ranged blaster rifle +9 (3d8+3, 2x2 area) with autofire or Melee vibroblade + 10 (3d6+7, devastating 10) with Rapid Strike and
Ranged missile launcher + 12 (6d6+5, 2-square splash) vibroblade + 10 (3d6+7, devastating 10) with Rapid Strike or
Base Atk + 10; Grp + 12 Ranged blaster pistol + 12 (3d6+3)
Atk Options autofire (heavy blaster pistol, blaster rifle). Burst Fire (heavy Base Atk +10; Grp +12
blaster pistol, blaster rifle). Point Blank Shot, rangefinder, targeting Atk Options Greater Devastating Attack (advanced melee weapons)
scope (blaster rifle) Special Actions Combat Reflexes, delay damage
Special Actions delay damage Abilities Str 14, Dex 15, Con 12, Int 9, Wis 10, Cha 8
Abilities Str 15, Dex 13, Con 10, Int 12, Wis 10, Cha 8 Special Qualities delay damage
Talents Armored Defense, Controlled Burst, Improved Armored Defense, Talents Devastating Attack (advanced melee weapons). Greater
Weapon Specialization (heavy weapons) Devastating Attack (advanced melee weapons). Greater Weapon Focus
Feats Armor Proficiency (light). Burst Fire, Dual Weapon Mastery I, (advanced melee weapons). Weapon Specialization (advanced melee
Martial Arts I, Point Blank Shot, Running Attack, Weapon Focus weapons)
(heavy weapons). Weapon Proficiency (heavy weapons, pistols, rifles, Feats Armor Proficiency (light). Combat Reflexes, Dual Weapon Mastery
simple weapons) I, Dual Weapon Mastery II, Martial Arts I, Martial Arts II, Rapid Strike,
Skills Initiative + 12, Perception + 13, Stealth + 12 Weapon Focus (advanced melee weapons). Weapon Proficiency
Possessions ARC trooper armor, 2 heavy blaster pistols, blaster rifle, 2 (advanced melee weapons, pistols, rifles)
frag grenades, 2 ion grenades, 6 power packs, utility belt with medpac, Skills Initiative + 13, Perception +8, Stealth + 13
missile launcher with 4 missiles Possessions clone trooper armor, 2 wrist-mounted vibroblades,
blaster pistol
LEFT TO RIOHT:
CLONE ~ET TROOPER, CLONE SUBTROOPER,
CLONE ASSASSIN, AND CLONE BLAZE TROOPER
n
I
)
11
-I
\1l
11
X
CLONE BLAZE TROOPER Ranged flamethrower + 10 (3d6+3 , 6-square cone, devastating 5) or
Specialized versions of the standard clone jet trooper (see page 150). blaze Ranged blaster pistol +8 (3d6+ 1)
troopers wear heavier fire-resistant armor and wield wrist-mounted flame- Base Atk +7; Grp +9
throwers attached to the jet packs on their backs. They break through enemy Attack Options Charging Fire, Devastating Attack (flamethrower)
lines by scattering adversaries with concentrated blasts of fire.
Abilities Str 11, Dex 14, Con 14, Int 10, Wis 9, Cha 8
Clone Blaze Trooper CL 5 Talents Devastating Attack (flamethrower). Weapon Specialization
Medium Human nonheroic 6/soldier 3 (flamethrower)
Force 3 Feats Armor Proficiency (light, medium, heavy). Charging Fire, Exotic
Init + 10; Senses low-light vision, Perception +5
Languages Basic Weapon Proficiency (flamethrower)' Running Attack, Weapon Focus
(flamethrower). Weapon Proficiency (pistols, rifles, simple weapons)
Defenses Ref 20 (flat-footed 20). Fort 20, Will 12; +9 armor Skills Initiative + 10, Perception +5, Pilot + 10
hp 43; DR 5 (fire); Threshold 20 Possessions fire-resistant clone trooper armor, 2 flamethrowers (5 shots
each). blaster pistol, jet pack
Speed 4 squares (run x3). fly 4 squares, Running Attack
Melee unarmed +8 (ld4+2) or